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The Finals Update 2.5.1 for Version 1.000.027 Brings New Store Content This April 24

Embark Studios has released The Finals update 2.5.1 (PS5 update version 1.000.027) for a store update and to fix server crashes. You can check out the April 24 patch notes posted down below.

The Finals Update 2.5.1 Patch Notes:

PS5 version 1.000.027

Store update and a fix to a common server crash

This week, we have no update, just a small patch to live the new Store content and provide a fix for the server crashes that have been happening lately. We also added improvements and adjustments to security and anti-cheat. Next week, we’ll be back with a more substantial update.

Check out the store video here:

 

We will update you next week when the bigger update for the game is released. Today’s patch is a small one without any big patch notes. See you then!

Source: Steam

Damien Seeto

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PS5 System Update 24.03-09.20.0.0.05 Released Today for New Game Help Features and More

Sony has pushed out PS5 system update 24.03-09.20.0.0.05 which brings in Game Help new features and more! Read on for everything new added for today’s PS5 patch.

PS5 System Update 24.03-09.20.0.0.05 Patch Notes:

Size: 1.187GB

  • Game Help has been expanded by adding Community Game Help features.
    • In Game Help, you will see hints labeled Community Game Help in supported games, which indicates that the hint was generated from other players’ gameplay videos.
    • You can participate in Community Game Help by allowing your gameplay video to be automatically captured and added to the feature upon review.
      To opt in, go to Settings > Captures & Broadcasts > Captures > Auto Captures > Community Game Help, and then select Participate. You can also opt out at any time.
  • In Remote Play, if the persistent message “Remote Play connected.” is displayed during Remote Play, you can now hide this on your game screen. Go to Settings > System > Remote Play and turn on Hide Remote Play Connection Status.
  • We’ve improved system software performance and stability.
  • We’ve improved the messages and usability on some screen.

That is all the notes we have on this update so far. We will update this post as soon as we can if more info drops on this update.

Source: PlayStation

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Lords of the Fallen Update 1.044 Released This April 23 With New Trophies (Update 2)

HexWorks has released Lords of the Fallen update 1.044 on consoles and PC, which adds new trophies and hints at the modifier system’s upcoming release. Read on for the complete patch notes for today’s LOTF title update.

Lords of the Fallen Update 1.044 Patch Notes for April 23:

Update 2: Added more info for the latest patch via HexWorks.

Update: CI Games and HexWorks have announced that this is title update is patch 1.5 dubbed “Master of Fate.” This is also the last promised content drop as. part of the game’s roadmap.

Check out the details from the press release.

Master of Fate concludes a weekly cadence of new content and quality of life enhancements for Lords of the Fallen vastly improving the experience for players, including: 

  • Significant performance, optimisation and stability improvements
  • Rigorous difficulty balancing including mob density reduction & nerfed ranged attacks
  • Split PvP and PvE game balancing
  • Online multiplayer enhancements for improved matchmaking and connection stability
  • New questlines including Season of the Bleak, Trial of the Three Spirits, and Way of the Bucket
  • New armour and weapon sets
  • Additional secret boss weapon abilities
  • Improved boss encounters with additional movesets & new AI
  • 12 new spells including the arena-devastating Immolation
  • New grievous strikes: each weapon family now features two unique finishers: one for single-handed wielding and another for two-handed two-handed wielding
  • Three new projectiles: Blood Vomit, Explosive Mines, and Frost Worms
  • QOL updates including: Inventory expansion, appearance reset, storage functionality & gamepad rebinding

The latest new feature – the Advanced Game Modifier System – places power directly into players’ hands, allowing them to fully customise their game experience, using any combination of seven modifiers, to make the game easier, more difficult, or simply a completely new experience every time. Modifiers include the ability to randomise enemies, alter mob density and even enable a form of permadeath.

Ironman: Dying in Umbral resets your current playthrough, and you will awaken at the start once again. The world progression is reset, but player progression and inventory is retained. Certain scripted moments are excluded from this.

Pre-Upgraded Loot: Weapons, shields and catalysts found as loot from enemies, or in the world, will come pre-upgraded based on your player level.

Randomized Loot: Loot dropped by enemies, and found in the world, is randomized. Does not affect quest and progression items, nor unique boss items.

Randomized Enemies: Enemies encountered in the world now appear in a random order. Does not impact named boss enemies.

More Enemies: The world contains significantly more enemies.

Withered Healing: All healing received is Withered Healing, and must be confirmed by dealing damage to enemies.

Vestige Decay:
– No Vestige Decay: No Vestige has withered away, leaving you all possible places of respite.
– Minor Vestige Decay: Some Vestiges have withered away, leaving you with fewer places of respite.
– Extensive Vestige Decay: Many Vestiges have withered away, often leaving you without rest for long stretches.
– Tremendous Vestige Decay: All Vestiges, except for a rare few, have withered away. Truly, a restless experience.

1. Start Lords of the Fallen

2. Choose New Game

CDN media

3. Make your Class Selection and customize your character’s appearance

CDN media

5. Enable Advanced Game Modifiers

CDN media

6. Choose a character name

7. Press Play

8. The Game Modifiers screen appears

CDN media

9. Select any combination of modifiers, and Confirm.

We hope you all enjoy returning to Mournstead with an all-new purpose, or if this is the first time you’re embarking, then the very best of luck, Lampbearer.

In Light, We Walk.

AMD FSR3

  • Players can now make use of AMD’s latest FSR version.

Additional Changes

  • Fixed an issue in multiplayer that could cause the player to fall through the elevator, if the coop partner interacted with the corresponding lever while the elevator was still moving.
  • Increased the maximum stack count of Vestige Seeds from 5 to 99.
  • Fixed a rare crash caused by AI under special circumstances.

At the moment HexWorks has yet to release any official patch notes. However, we do know from our observation that this update looks to be adding modifiers, as there is a fresh batch of new trophies now available on the PlayStation 5. There are nine new trophies (6 bronze, 3silver), all under an “add-on” trophy list dubbed “Master of Fate.” As far as we can tell, all of these trophies are modifier-related, each involving beating the game with specific modifiers enabled. 

HexWorks last spoke about the modifier system last year in a Steam post, detailing some things they’ll be doing with it.

“Lastly, as a follow up to the popular announcement made during last week’s stream, we can confirm we have started designing the “NG+ modifier system”, allowing players to fully customize their NG+ experience, whether that’s retaining all vestiges, keeping just a few, or removing them completely. It will also include other fun modifiers like a “hardcore” mode (1 death = permadeath), item randomizers, enemy randomizers, etc. The feature set is yet to be fully defined, but our current intention is to release the modifier system before the end of the year.”

Though originally slated to come out at the end of 2023, there hasn’t been an update on the system since. However, with today’s update, it seems that all signs point to this system’s soon release. 

Beyond that, in terms of specific fixes an d such, we aren’t sure what else this update does. We’ll likely get a full changelog from HexWorks shortly, so stay tuned!

Update: Added more info via HexWorks.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Expeditions: A MudRunner Game Update 1.05 Slings Out Patch 3 This April 23

Saber Interactive has pushed out Expeditions: A MudRunner Game update 1.05 (PS5 update version 1.005), which is for Patch 3! This brings big changes to the game, such as the addition of a compass to the HUD, map displays rewards now for side quests and more.

Expeditions: A MudRunner Game Update 1.05 Patch Notes:

Main changes:
  • Freeroam expeditions are unlocked after the first expedition in the region
  • A Compass has been added to the HUD, and it can be turned off in the Settings
  • The Map displays rewards and requirements for side quests
  • The information content of the Region selection window has been increased by redesigning the region’s information
  • Improved the list of expeditions by sorting them from newest to completed and highlighting blocked expeditions
  • Added possibility to skip minigames
Achievements:
The progress of several achievements was lost without restoration. Please see the list below:
  • Anchor Management
  • Frankentruck
  • The Truck of Theseus
  • Truck-Curious
  • Truck Aficionado
  • 10 Ready. 20 Set. 30 Go Back to 10?
  • Start. Crash. Recover
The list of achievements were lost only on Playstation 4 and 5 but were saved partially on other platforms:
  • Explorer
  • Globetrotter
  • Fat Cat
  • All the Money in the World
The progress was restorated partially:
  • Explorer
  • Globetrotter
  • Fat Cat
  • All the Money in the World
  • Wild Colorado
  • Arizona Skies
  • Eurotrip
  • Seasoned Explorer
  • Trophy Hunter
List of achievements weren’t taken damage:
  • First Love
  • Lucky Find
  • Into the Wild
  • The Mechanic
  • Management Approves
Gameplay:
  • Reworked slider sensitivity in the Camera the minigame
  • Added new articles to the Codex regarding expedition preparations
  • In the Tutorial, hint for transferring an item doesn’t activated when the item is already in the player’s inventory
  • The Tutorial remains stable even after quickly pressing the Escape button at the beginning
  • Fixed freeze when the player has a large number of cars when selecting them in the Garage
  • When attempting to repair a wheel, the truck doesn’t start refuel
  • The Metal detector indicates only upgrade zones that are actually presented on maps

[*] The Anchors are installed correctly into the ground instead of hanging in the air

UI:

  • The PROS window supports using QR-codes
  • The L2 and R2 buttons doesn’t overlap the text in the PROS window
  • On the Truck selection window, the focus is centered on the first truck’s icon instead of the ‘Truck Store’ button
  • Fixed focus on the truck icon in the Garage
  • Customization becomes available only after completing the Tutorial
  • The resources panel in the Garage could be controlled via mouse clicks
  • Upon completion of all stages of an expedition, it is marked as completed on the Map
  • Upgrades found during maps exploration are counted in the Profile statistics
  • Brightness value doesn’t reset to default after restarting
Trucks:
  • Erased bolts from Cotco’s canisters
  • Reworked physics of cargo’s sideboards, now the belts move with cargos
  • Collisions on Don 71 and Don 71 SE have been fixed. Previously, these collisions caused cars to lose control and flip in the air
  • Fixed clipping discs on the Step 310
  • Fixed bumper’s hitbox on the Step 310 and Don 71
Localization:
  • Fixed technical texts in the Upgrade obtained pop up
  • Hints in the Trade window no longer appear in all caps
  • Other localization-related bug fixes have been added
Sounds:
  • Added a sound of Metal detector activation
  • Added Drone exit sound

For those unaware, this is a surprisingly fun game, which is something we noted in our review.

Source: Steam

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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DayZ’s Livonia DLC Will Merge With Base Game for Free Starting With Update 1.25

While Bohemia Interactive originally offered the Livonia DLC as a paid expansion, that’s about to end soon, as the DLC will soon merge with the base game for free starting with the release of update 1.25.

According to the studio, this is being made to “streamline” their portfolio and simplify their offerings in “anticipation of future developments.” They are also treating it as a thank you gift to the community, and also to “elevate the player experience” by having more players have access to Livonia, and integrating the base game and DLC’s communities.

However, there is a downside to it, as there will be a “modest increase” in price due to the game’s “expanded value.” No actual price was revealed just yet, but it will be “more economical” than the current DayZ Livonia Bundle. This means that the Livonia DLC will no longer be sold separately once update 1.25 is released on stable/live versions of the game.

According to the studio, more details about the pricing and other changes will be shared on May 20, though there is an FAQ about it published today as well. As for update 1.25, there is still no release date set for it just yet, but we do know the changes and stuff incoming with it, which are all listed in the patch notes that went live today as part of the experimental update.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Marvel Rivals Loki Character Trailer Tricks Out

NetEase seems to be rolling out the character reveals for Marvel Rivals, as we now got a trailer for Loki, the God of Mischief! In case you didn’t know, the game isn’t based on the MCU (Marvel Cinematic Universe), so don’t expect Tom Hiddlestone or the same character design as from the movies, Nonetheless, the animation and voice work seems topnotch based on the reveal.

Watch it to see some of the character’s abilities in action, with Loki’s ultimate seemingly copying a target enemy’s skill like Echo from Overwatch.

Loki Laufeyson, Asgard’s cunning trickster, joins Marvel Rivals!✨

His mystic illusions and shapeshifting power make him a devious Strategist.
However, it seems that the God of Mischief is far from satisfied. Even though he banished his elder brother and seized Yggsgard’s throne, the power-hungry King now sets his sight on every timeline

Aside from Loki, a stage in theme with the character has been revealed last week, which is called Yggsgard.

It looks like we’ll be getting stage reveal and the corresponding character to go along with it, which means we should be getting another stage trailer this coming week! If you’re excited for the game as we are, be sure to tune in to MP1st., as we’ll be covering the game extensively.

For the Marvel Rivals features and early confirmed character list, head on over here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Minecraft Update 2.87 for Version 1.20.80 Now Out; Patch Notes for Today Listed

Mojang and 4J Studios have released the next major update to Minecraft, which is Bedrock version 1.20.80! Those on consoles, this will be Minecraft update 2.87, and this is one meaty update!

Called the “Armored Paws” update, players can expect new wolf variations, armadillos in the savanna and more! Read on for the hefty patch notes.

Minecraft Update 2.87 Patch Notes | Minecraft Update 1.20.80 Patch Notes:

Eight new wolf variations, wolf armor, and armadillos are dropping in Minecraft today! Meet the armadillo, a mob found in the savanna or badlands biomes, and craft wolf armor from its scutes! Explore far and wide to gather a pack of all nine wolf variations, then take on the Overworld together with your new safely armored friends. You can even dye wolf armor the color you’d like, and repair it when it gets damaged! There’s never been a better time to set out on an adventure, and fight alongside your favorite four-legged companions.

New Features:

Armadillo

  • The Armadillo is a new passive mob that:
    • spawns in Savannas and Badlands biomes
    • drops Armadillo Scutes periodically
    • drops Armadillo Scutes when brushed
    • its favorite food is Spider Eyes

Armadillo Rolling Up Behavior

  • Armadillo rolls up when it detects a threat such as:
    • a sprinting player
    • a player in a vehicle or mounted
    • undead mobs
    • a mob, or a player that has attacked it recently
  • It does not roll up when:
    • it is fleeing
    • in water
    • in the air or
    • on a leash
  • When an Armadillo is rolled up it does not walk, cannot eat, and will not be tempted by food
    • It will continue to scan for threats, occasionally peeking to check the surroundings: if none are detected for 4 seconds, it will unroll
    • In a rolled up state, its shell will protect it, and reduce the damage dealt to it, even allowing it to fully resist weak attacks
    • Spiders and Cave Spiders will run away from Armadillos, and only if they are not in a rolled up state

Armadillo Scutes

  • Armadillo Scutes can be used to craft Wolf Armor
  • They are dropped by Armadillos
  • Dispensers can be used to brush Armadillo Scutes off Armadillos

Wolf Armor

  • The Wolf Armor will protect the wolf from most damage sources until the armor loses all durability and breaks
  • Wolf Armor shows signs of increased breakage as durability goes down
  • Players can repair the Wolf Armor with Armadillo Scutes while it is equipped on the Wolf, or on an Anvil using Armadillo Scutes
  • Wolf armor can be dyed in similar fashion to Leather Armor
  • Using Wolf Armor on an adult tamed Wolf will equip the armor on the Wolf
  • Only a Wolf’s owner can put a Wolf Armor on their tamed Wolf, and with this in mind; Dispensers cannot put Wolf Armor on wolves
  • Using Shears on a Wolf that is wearing armor will make it drop the armor
  • Only a Wolf’s owner can repair a Wolf Armor on a Wolf or shear a Wolf Armor from it, and with this in mind; Dispensers cannot remove Wolf Armor from wolves
  • If a Wolf dies while wearing armor, it will drop the armor

Tamed Wolves health and damage

  • Tamed Wolves now have 40 health points (20 hearts) instead of 20 health points (10 hearts)
  • They no longer take half of the damage from most environmental sources like they used to do
    • In most cases this change will make no difference given the health boost, but now they can withstand more damage from players and arrows
  • Feeding a Wolf now heals twice as many health points
  • Adjusted spawning conditions for Wolves, allowing them to spawn on Coarse Dirt and Podzol blocks

Wolf variants

New Wolf variants have been added. The variant is determined by the biome they spawn in. Read about each one in this paw-some article!

  • Pale Wolf – The familiar Wolf variant that now spawns in the Taiga biome, with a default pack size of 4
  • Woods Wolf – A variant that spawns in the Forest biome. This will be the dominant Wolf variant that you will be able to find in the Overworld, since the Forest biome is very common
  • Ashen Wolf – A variant that spawns in the Snowy Taiga biome
  • Black Wolf – A variant that spawns in the Old Growth Pine Taiga biome, in smaller packs of 2 to 4
  • Chestnut Wolf – A variant that spawns in the Old Growth Spruce Taiga biome, in smaller packs of 2 to 4
  • Rusty Wolf – A variant that spawns in a new location for wolves – the Sparse Jungle biome, in smaller packs of 2 to 4
  • Spotted Wolf – A variant that spawns in a new location for wolves – the Savanna Plateau biome, in larger packs of 4 to 8
  • Striped Wolf – A variant that spawns in a new location for wolves, the Wooded Badlands biome, in larger packs of 4 to 8
  • Snowy Wolf – A variant that spawns in the Grove biome. A rare type, that always walks alone

When summoned in other ways (e.g. using the Spawn Egg or using the summon command), the variant selection follows the natural spawning biome rules with the following extensions:

  • Rusty Wolf: will be selected in all Jungle biomes, including Jungle and Bamboo Jungle Biomes
  • Spotted Wolf: will be selected in all Savanna biomes, including Savanna and Windswept Savanna Biomes
  • Striped Wolf: will be selected in all Badlands biomes, including Badlands and Eroded Badlands Biomes

Realms Stories

  • Introducing Realms Stories, a new social hub for your Realm
    • Realms Stories features include:
      • The Story Feed – lets you share your greatest gameplay moments with your fellow Realm members
      • The Timeline – lets you see when other members are playing on the Realm
      • The Members tab – shows a list of all Realm members and their permission levels
      • Realm Events – Stories that get posted automatically when certain player actions are taken in the Realm. There are 19 unique Realm Events so far – can you discover all of them?
  • Known issues:
    • Xbox-only: If multiple users are signed into an Xbox, then the users might not be able to post to Realms Stories from that Xbox (unless all users besides the primary user log out).
    • Xbox-only: If multiple users are signed into an Xbox, Realm Events will not be posted, but they will be recorded. If all users but the primary user sign out of Xbox, and the primary user returns to the Minecraft play screen, the Realm Events that were recorded before should get posted. However, the Realm Events may be credited to the wrong user.
    • If users are in split-screen mode, only the primary user will be able to open Realms Stories.
    • If users are in with a guest (user who is not signed into their Microsoft account), and the primary user attempts to make a post, the post may fail, or be credited to the wrong user.

Enhancements to Finding Friends

We’ve improved the way you connect with players in Minecraft! To help you follow & friend players we added multiple features including:

  • Lists of recommended and suggested friends
  • Improved search to give partial results while you are typing
  • Ability to share your profile information through a QR code or a share link
  • A handy button that copies your Gamertag to the clipboard

Experimental Features:

Mace

  • A new heavy weapon to smash your enemies!
  • Leverage the weight of this new weapon to deal additional damage the farther you fall before hitting your target
    • Try it out by jumping down toward your target, and hit them before you hit the ground
    • Successfully striking a target in this way will negate any damage accumulated from the fall, similar to how a Wind Charge works
    • Other entities near the struck enemy will be knocked back by the immense force of the Mace
  • Using a Mace will decrease its durability like any other weapon; repair it with Breeze Rods at an Anvil
  • Players can use a Mace in combination with Wind Charges to launch up and deliver devastating smash attacks on their enemies

Breeze Rod

  • A new item dropped by the Breeze that can be crafted into 4 Wind Charges, or used with the Heavy Core to craft the Mace

Heavy Core

  • A mysterious, dense block which can be combined with a Breeze Rod to craft the Mace
  • Heavy Cores can be obtained from Vaults

New Armor Trims

  • Added Bolt and Flow Armor Trims and Smithing Templates
  • These new Armor Trims can be obtained from Vaults
  • Bolt can be duplicated using a Copper Block or Waxed Copper
  • Flow can be duplicated using a Breeze Rod

New Banner Patterns

  • Added Flow and Guster Banner Patterns
  • These new Banner Patterns can be obtained from Vaults

New Pottery Sherds

  • Added Flow, Guster, and Scrape Pottery Sherds
  • These new Pottery Sherds appear on Decorated Pots throughout Trial Chambers

Trial Chambers

  • Struggle no more to locate a Trial Chamber – level up your nearest Cartographer to Journeyman for the opportunity to trade for a Locator Map pointing to a nearby Trial Chamber
  • Added new chambers and variations, with new challenges!
    • Remade chamber_9, and renamed it to “slanted”
    • Remade chamber_3, and renamed it to “pedestal”
  • Added Flow, Guster, and Scrape Pottery Sherds to the Decorated Pots in the decor structure pool
  • Trial Spawners will now appear more frequently in the corridors
  • Changed the layout of blocks around the Vaults
  • The loot tables of Vaults in Trial Chambers have been updated to address some inventory management issues
    • You will now get no more than 1 unstackable item per Vault
    • You will more often get rewards which can stack together
    • Horse Armor and Saddles have been removed from the loot table
  • Vaults in Trial Chambers can now eject:
    • Wind Charges
    • Bolt Armor Trim Smithing Template
    • Flow Armor Trim Smithing Template
    • Flow Banner Pattern
    • Guster Banner Pattern
    • Heavy Core

Fixes and Changes:

General

  • Fixed an issue preventing iOS devices from auto-locking and going to sleep when idle after the player left any world (MCPE-179214)

Gameplay

  • Holding the jump button while swimming underwater no longer results in a player drowning while appearing to be swimming at water’s surface (MCPE-170969)
  • Holding the jump button while swimming horizontally (not upwards) at or near water’s surface will keep the player swimming at the surface at a height where breathing is possible (MCPE-170969)
  • Players no longer crawl after sneaking onto a Bed with a 1.5 block gap above it (MCPE-178370)
  • Trail Ruins now generate correctly on 32 bit-devices (MCPE-178549)
  • Fixed a bug where guest players could not add trims to custom armor (MCPE-170317)
  • Buckets can once again pick up liquids immediately after being placed (MCPE-176634)

Mobs

  • Wolves’ tails are now correctly positioned when sitting (MCPE-31121)
  • Wolves now correctly leap at their targets (MCPE-19740)
  • Fixed vertical position of tamed mobs from the clients/guests perspective after they teleport to their owner (MCPE-139168)
  • Horses and Boats no longer slide to unexpected previous locations upon mounting or dismounting
  • Rabbits are now more likely to spawn in Groves than before
  • Foxes are now less likely to spawn in Groves than before

Blocks

  • Fixed occasional double placement of blocks when bridging (MCPE-123455)
  • Sweet Berry Bush now drops up to 6 Sweet Berries when mined using a Fortune enchanted tool (MCPE-172622)
  • Fully grown Cocoa Pods now consistently drop 3 Cocoa Beans
  • Fixed an issue causing Beds placed across chunk borders to sometimes break or turn invisible (MCPE-31389)

Items

  • Shields can now partially block damage dealt by Guardians and Elder Guardians’ laser attack

Graphical

  • Increased maximum render distance to 36 for Xbox Series consoles
  • Updated the missing tile texture to a dirt block with brown question mark
  • The Lead item now renders correctly when the “Hide Hand” option is selected

User Interface

  • The updated “You Died!” screen is no longer experimental. Thank you for all of the feedback you have sent in about this updated feature!
  • The feedback button has been moved from Main Menu to the Settings screen under the General tab with label “Help Center”
  • Increased the time interval for showing a standard loading tip
  • Increased range for the “move up” button, such that you can now slide off slowly to the near buttons without stopping the movement (MCPE-178399)
  • On touch devices, when items are swapped, the icons now move in the correct direction
  • On touch devices, the selected item now has a blue background on all screens
  • Flying item animation is no longer missing on touch-screen versions of Beacon, Cartography, and Smithing Table screens
  • Reduced frame stutter when encountering a Character Creator skin in-game
  • Fixed a bug that prevented recipes without unlock criteria from showing up in the recipe book
  • On touch devices, item transfer animation is now rendered above static items
  • Resolved an issue where “Signing in…” text might not have appeared on the main menu while sign in was actually in progress

Technical Updates

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Fixed an issue where should_update_bones_and_effects_offscreen and should_update_effects_offscreen were being ignored
  • Fixed an issue where the primary user login was not resolved before launching the world when performing a protocol launch using connect?localLevelId= or connect?localWorld= (MCL-24096)
  • Fixed a bug that prevented custom features in behavior packs from loading
  • Fixed a crash during the load process of localization strings
  • Removed FilterTextPacket

API

  • Dynamic imports (e.g., import(“/my-module.js”)) should be functional again
  • BlockTypes will now return valid types for flattened or refactored block names
  • EntityMountTamingComponent
    • Renamed EntityMountTamingComponent to EntityTameMountComponent
    • Renamed setTamed to tame
  • Released BlockComponentTypes from beta to 1.10.0
  • Released EntityComponentTypes from beta to 1.10.0
  • Released ItemComponentTypes from beta to 1.10.0
  • Removed filters as they currently have no backing implementation
  • Fixing some component isValid methods where they didn’t properly return false in cases where the component had been removed from the Entity
  • Added PaletteColor enum to beta for use with ItemColorComponent/ItemColor2Component
  • Added ItemColor2Component to beta for reading minecraft:color2
  • Setting a dynamic property with a key larger than 32kb now will result in an exception
  • Moved EntityType and EntityTypes from beta to 1.11.0
  • Released playMusic,Player.queueMusicPlayer.stopMusic from beta to 1.11.0
  • Removed BlockAreaSize from beta and replaced usages with Vector3
  • Renamed parameter itemCategory in getItemCooldown and player.startItemCooldown to cooldownCategory
  • Changed type to only EnchantmentType to follow API guidelines
  • Added EnchantmentSlot and slots to beta for determining the enchantable slots of an item
  • Added ‘minecraft:custom_components’ block component under the Beta APIs feature flag

Mobs

  • Added spawn categories to Bedrock. They will be used in the future for mob spawning. Spawn categories have been enabled in entity behavior pack files, but are not yet functional

Blocks

  • Blocks using custom tags in the “crafting_tags” field of their custom blocks with a “minecraft:crafting_table” component now support custom unlockable recipes (MCPE-175555)
    • This fixed a bug where some recipes did not show up when recipe unlocking was on
  • “sapling” block is now split into unique instances: “oak_sapling”, “spruce_sapling”, “birch_sapling”, “jungle_sapling”, “acacia_sapling” and “dark_oak_sapling”
  • “coral_fan” block is now split into unique instances: “tube_coral_fan”, “brain_coral_fan”, “bubble_coral_fan”, “fire_coral_fan” and “horn_coral_fan”
  • “coral_fan_dead” block is now split into unique instances: “dead_tube_coral_fan”, “dead_brain_coral_fan”, “dead_bubble_coral_fan”, “dead_fire_coral_fan” and “dead_horn_coral_fan”
  • “red_flower” block is now split into unique instances: “poppy”, “blue_orchid”, “allium”, “azure_bluet”, “red_tulip”, “orange_tulip”, “white_tulip”, “pink_tulip”, “oxeye_daisy”, “cornflower”, and “lily_of_the_valley”

Cameras

  • Added the “extend_player_rendering” camera component which allows for players (and any entities they are connected to through riding and leashes) to be rendered even if they are beyond the max entity render distance
  • Added “extend_player_rendering” component to the “minecraft:free” camera
    • This component is intended to be an enhancement and improvement to current functionality and as such will be “set to true” by default.
    • Setting this component to false will remove the added rendering capability.
    • More information on this and other camera capabilities can be found at Camera Command Introduction | Microsoft Learn
  • The server now sends chunks and actors around the camera to the client if that information already exists on the server even when the camera is placed far away from the player

Commands

  • Moved the /hud command out of Upcoming Creator Features experimental toggle.
  • Updated /titleraw and /tellraw to include support for rendering input key glyphs.

Components

  • The “interact” component’s fields “equip_item_slot” and “drop_item_slot” now support both armor and inventory slots:
    • Armor slots are specified as ‘slot.armor.head’, ‘slot.armor.chest’, ‘slot.armor.legs’, and ‘slot.armor.feet’
    • Inventory slots are specified as positive numbers, now expressed as strings
    • This change requires a world version of 1.20.80 or higher
  • Added “repair_entity_item” field to the “interact” component, which allows to repair an item in one of the entity’s inventory or armor slots
  • Entities running “behavior.follow_owner” no longer risk getting stuck into each other when teleporting to their owner
  • Added the “minecraft:body_rotation_blocked” component, which prevents an entity from visually rotating their body to match their own facing direction
  • The durations and cooldowns of “behavior.timer_flag_1,” “behavior.timer_flag_2,” and “behavior.timer_flag_3” are now correctly randomized on both start and stop, rather than only on spawn

Entity Filters

  • Added new entity filter “is_sitting”, which checks if the entity is sitting
  • Added new entity filter “has_damaged_equipment”, which checks if the entity has a certain damaged piece of equipment in the specified slot

Molang

  • Added new query “query.armor_slot_damage”, which returns the damage value of the armor item in the specified slot

Recipes

Experimental Technical Updates

API

  • Added BlockComponentStepOnEvent for beta
  • Added BlockRegistry for beta
  • Added WorldInitializeBeforeEvent
  • Added BlockCustomComponent
  • Dimension:
    • Added function getBlocks(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): ListBlockVolume – Gets the blocks in a volume if it matches the filter
    • Added function containsBlock(volume: BlockVolumeBase, filter: BlockFilter, allowUnloadedChunks?: boolean): boolean – Returns true if the block in volume matches the filter, false otherwise
  • Moved ItemCooldownComponent from beta to 1.10.0
  • Added BlockComponentStepOffEvent for beta
  • Added onStepOff to BlockCustomComponent
  • Added BlockComponentRandomTickEvent for beta
  • Added onRandomTick to BlockCustomComponent
  • StructureManager:
    • Added getIds(): string – Returns a list of identifiers including all structures saved to memory and the world
    • Fixed a bug where the delete function would not remove structures that were previously saved to the world but not loaded
    • Changed the default save mode of createEmpty to Memory
  • EntityQueryOptions
    • Added field propertyOptions?: EntityQueryPropertyOptions[];
  • EntityQueryPropertyOptions
    • Added field exclude – If exclude propertyId
    • Added field propertyId – Property ID
    • Added field value – Target value or comparison
  • EqualsComparison
    • Added equals
  • GreaterThanComparison
    • Added greaterThan
  • GreaterThanOrEqualsComparison
    • Added greaterThanOrEquals
  • LessThanComparison
    • Added lessThan
  • LessThanOrEqualsComparison
    • Added lessThanOrEquals
  • NotEqualsComparison
    • Added notEquals
  • RangeComparison
    • Added lowerBound and upperBound
    • Moved worldInitialize from beta to 1.10.0
  • Moved EntityProjectileComponent from beta to 1.10.0
  • Removed old Vector Please use Vector3Utils from @minecraft/math as a replacement
  • ModalFormData
    • Added submitButton method for setting the text of the form’s submit button
  • Structure APIs
    • Added function setBlockPermutation(location: Vector3, blockPermutation?: BlockPermutation, waterlogged?: boolean): void – Sets the block permutation at a given location within the structure
  • StructureManager
    • Added function saveToWorld(): void – Persists the structure as part of the broader world storage
    • Added function saveAs(identifier: string, saveMode?: StructureSaveMode): Structure – Saves a copy of the structure with a new identifier
  • EntityHitBlockAfterEvent
    • Added property hitBlockPermutation to beta
  • Creator Settings menu has a new option to automatically connect the debugger on world load (or /reload). This will make it easier to set (and catch) breakpoints at load and avoids the hassle of typing out the debugger slash command
  • Added class ListBlockVolume which extends BaseBlockVolume – A volume that stores multiple block locations
  • Structure
    • Renamed class StructureTemplate to Structure
    • Added read-only property size: Vector3 – Returns the size of the structure in blocks
    • Added function getBlockPermutation(location: Vector3): BlockPermutation | undefined; – Returns the block permutation at the given location within the structure
    • Added function isValid(): boolean – Returns false if the structure has been deleted
    • Added function getIsWaterlogged(location: Vector3): boolean; – Returns whether the block at the given location is waterlogged
  • Added an optional SpawnEntityOptions with a boolean initialPersistence field to the spawnEntity(…) function to support persistent entities in Editor tooling
  • place now places rotated structures the same way as the /structure command (MCPE-179447)
  • Moved getItemStack(amount?: number, withData?: boolean): ItemStack | undefined from beta to 1.10.0
  • Moved getItemStack(amount?: number): ItemStack | undefined from beta to 1.10.0
  • EntityAgeableComponent
    • Added property transformToItem to beta
  • EntityDefinitionFeedItem
    • Updated property item to return name with namespace in beta
  • Moved EntityTypeFamilyComponent from beta to 1.10.0
  • Added BlockComponentTickEvent for beta
    • Added ‘onTick’
  • Added BlockComponentEntityFallOnEvent for beta
    • Added ‘onEntityFallOn’
  • Added BlockComponentPlayerPlaceBeforeEvent for beta
    • Added ‘beforeOnPlayerPlace’
  • Added BlockComponentPlayerInteractEvent for beta
    • Added ‘onPlayerInteract’
  • Added BlockComponentPlayerDestroyEvent for beta
    • Added ‘onPlayerDestroy’
  • Added BlockComponentOnPlaceEvent for beta
    • Added ‘onPlace’
  • Added ItemComponentRegistry for beta
  • Added ItemCustomComponent for beta
  • Added ItemComponentUseEvent for beta
    • Moved structureManager from beta to 1.10.0
  • Structure Manager
    • Moved createEmpty from beta to 1.10.0
    • Moved delete from beta to 1.10.0
    • Moved get from beta to 1.10.0
    • Moved place from beta to 1.10.0
    • Moved id from beta to 1.1.0
    • Moved getBlockPermutation from beta to 1.10.0
    • Moved getIsWaterlogged from beta to 1.10.0
    • Moved isValid from beta to 1.10.0
  • Moved StructureSaveMode from beta to 1.10.0
  • Moved StructureRotation from beta to 1.10.0
  • Moved StructureAnimationMode from beta to 1.10.0
  • Moved StructureMirrorAxis from beta to 1.10.0
  • Removed StructureReadOptions
  • Moved StructureCreateOptions from beta to 1.10.0
  • Moved StructurePlaceOptions from beta to 1.10.0
  • Moved InvalidStructureError from beta to 1.10.0

Blocks

  • Added ‘minecraft:entity_fall_on’ block component behind the Beta API experiment
  • Added ‘minecraft:tick’ block component behind the Beta API experiment

Commands

  • Improved performance for the /give and /replaceitem No server lag if there is no target (MCPE-162190)

Entity Components

  • Added property passengerMaxWidth to EntityRideableComponent
  • Added property seatRotation to Seat

Don’t be surprised to see another, smaller, patch be released soon after this one.

Source: Minecraft

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Destiny 2 Update 3.23 for Version 7.3.6.2 Brings Various Improvements

As part of today’s maintenance, Bungie has deployed Destiny 2 update 3.23 (PS5 version 1.118), which is for version 7.3.6.2. Players can expect improvements to the Crucible, raids, and other various fixes.

Destiny 2 Update 3.23 Patch Notes for Version 7.3.6.2:

ACTIVITIES

CRUCIBLE

Elimination

  • Fixed an issue where a single player would be unable to spawn every-other round on Burnout in the Elimination playlists.

Competitive

  • Fixed an issue where Mercy ruling was present in Competitive playlists.
  • Fixed an issue where Special ammo crates were not respawning on Wormhaven in 3v3 Clash Competitive playlists.

RAIDS AND DUNGEONS

Warlord’s Ruin

  • Fixed issue where solo players were unable to complete Warlord’s Ruin due to blocked doors at the imprisoned puzzle after the first encounter is completed.

Kingsfall

  • Fixed an issue where two players could receive the Unstable Light debuff at the same time during the Golgoroth encounter.

ONSLAUGHT

  • Adjusted reward drops to ensure a guaranteed weapon drop within a 50-wave run and an additional bonus weapon drop upon completion of wave 50 in any difficulty.
  • Fixed an issue where the portal out of the Pyramid arena would occasionally not spawn.
  • Fixed an issue where the activity would end after looting the default reward chest in wave 50 instead waiting for all chests to be looted.
  • Fixed an issue where players could access unintended locations in the Pyramid arena boss encounter.
  • Fixed an issue where players could duplicate batteries using class abilities.
  • Fixed a crash caused by environmental objects.
  • Fixed an issue where repeatable Onslaught bounties would take up two quest slots and only allowed players to abandon one of them.

GAMEPLAY AND INVESTMENT 

WEAPONS

  • Updated the reticle bounce behavior on the BRAVE Recluse to more closely match the behavior on the original Recluse.

GENERAL

  • Fixed an issue where the Gilded Cage ornament was missing spikes on one side of the barrel.
  • Fixed an issue where jumping and interacting with a vendor would not display the vendor screen correctly.
  • Fixed an issue where picking up a New Light Kit would override existing abilities for that subclass in saved loadouts.
  • Fixed issue where the Vanguard node was locked for New Light players after completing the Tower tutorial.

Once a new patch is out, we’ll be sure to let our readers know. Don’t forget to check out this week’s reset of activities as well.

Source: Bungie

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Finals Servers Are Down This April 23; Embark Is Working on It

For those trying to get a win in the contest that is The Finals, you might be experiencing disconnects or other issues, and it’s not just you, as The Finals servers are down this April 23, which Embark Studios has acknowledged.

The Finals Servers Down Status for April 23:

Here’s the latest announcement from Embark per The Finals Discord channel:

“We’ve got some issues with the servers right now but the team is working on getting them back up again. Sorry for the bumpy week, yolks! Working on a short-term fix now and some preventative improvements on the way.”

For those wondering, there is no update to the game this week, as the studio is working on a more significant update and something “cool.”

CDN media

Once the servers are sorted out, we’ll update the article with the info.

As for the latest title update, there was one released last week, which you can read about here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Destiny 2 Weekly Reset April 23, 2024 and Eververse Inventory

As Xur departs from Destiny until next Friday, a new set of weekly activities and Eververse offerings have arrived to keep players occupied. The new Destiny 2 weekly reset April 23, 2024 refresh of activities is now live, fully detailed below along with the new Eververse inventory.

New Destiny 2 Weekly Reset April 23, 2024 and Eververse Inventory:

Nightfall – The Ordeal: Lake of Shadows

Modifiers:

  • Nightfall: Hero
    • Shielded Foes: You will face combatants with [Arc] Arc, [Solar] Solar, and [Void] Void shields.
    • Hero Modifiers: Extra Shields Maximum Effective Level 1765
    • Champion Foes: You will face [Shield-Piercing] Barrier and [Stagger] Unstoppable Champions. Visit the Character or Mod Customization screen to view your active anti-Champion perks.
    • Arc Threat: 25% increase to incoming Arc damage.
    • Empath: Enhanced radar. Take increased damage from melee.
    • Overcharged Weapons: Weapon overcharges from the Seasonal Artifact are active in this activity. Kinetic weapons do increased damage when your subclass element matches an active surge.
    • Strand Surge: 25% bonus to outgoing Strand damage.
    • Solar Surge: 25% bonus to outgoing Solar damage.
    • Overcharged Machine Gun: 25% bonus to Machine Gun damage.
    • Galvanized: Combatants have more health and are more difficult to stun.
  • Nightfall: Legend
    • All previous modifiers
    • Legend Modifiers: Locked Loadout Extra Shields Maximum Effective Level 1815
    • Equipment Locked: You will not be able to change your equipment after this activity starts.
  • Nightfall: Master
    • All previous modifiers
    • Master Modifiers: Extra Champions Locked Loadout Extra Shields Maximum Effective Level 1820
    • Attrition: Regeneration is greatly impaired. Defeating enemies may create wells of Light.
  • Nightfall: Grandmaster
    • All previous modifiers
    • Grandmaster Modifiers: Extinguish Limited Revives Contest Join In Progress Disabled Extra Champions Locked Loadout Extra Shields Maximum Effective Level 1815
    • Extinguish: If your fireteam falls in a Restricted Zone, everyone is returned to orbit.
    • Limited Revives: Limited fireteam revives. Gain additional revives by defeating Champions.
    • Scorched Earth: Enemies throw grenades significantly more often.
    • Chaff: Radar is disabled.

Rewards:

  • Grandmaster reward: Loaded Question (Adept)
  • Pinnacle reward: Earn 200,000 cumulative points by completing Nightfalls.

Vanguard Surge: Void Surge

The other modifiers rotate daily, check out the Daily Reset Thread for them!


Raids and Dungeons

Weekly Raid and Dungeon

  • Raid: Last Wish
  • Dungeon: Duality

Raid Challenges

Deep Stone Crypt

  • The Core Four: A challenge awaits…

Crota’s End

  • All for One: A challenge awaits…

Vow of the Disciple

  • Base Information: A challenge awaits…

Vault of Glass

  • Ensemble’s Refrain: A challenge awaits…

King’s Fall

  • Under Construction: A challenge awaits…

Root of Nightmares

  • Illuminated Torment Challenge: A challenge awaits…

Last Wish

  • Summoning Ritual: A challenge awaits…
  • Which Witch: A challenge awaits…
  • Forever Fight: A challenge awaits…
  • Keep Out: A challenge awaits…
  • Strength of Memory: A challenge awaits…

Dares of Eternity: Legend

Contestants: The Way of the Hoof

  • Round 1: Hive
  • Round 2: Fallen
  • Final Round: Valus Ta’aurc

Loot


Neomuna

Campaign Mission: First Contact

Find Osiris in the Shadow Legion fleet and sow chaos through their ranks.

Partition: Hard Reset

Chase down a Shadow Legionary wreaking havoc in the VexNet.

Vex Incursion Zone: Límíng Harbor

The Vex are testing CloudArk defenses in this region. Reality fractures as the VexNet bleeds through into Neomuna.


Legacy Activities

  • Savathûn’s Throne World
    • Campaign Mission: The Ritual: Disrupt Savathûn’s ritual to steal the Traveler by revealing a lost secret from her past.
  • Europa
    • Eclipsed Zone: Cadmus Ridge
    • Empire Hunt: The Technocrat: Hero: Defeat Eramis’s technology expert, Praksis, the Technocrat.
    • Exo Challenge: Simulation: Safeguard: Simulated Skill-Set Training: Test your defensive abilities amongst a Vex onslaught.
  • Moon:
    • Campaign Mission: In the Deep
    • Wandering Nightmare: Nightmare of Jaxx, Claw of Xivu Arath (Hellmouth)
    • Trove Guardian is in Hellmouth
  • Dreaming City: Strong Curse
    • Petra is at Rheasilvia.
    • Weekly Mission: Dark Monastery – Provide recon for Petra’s forces by investigating strange enemy activity in Rheasilvia.
    • Ascendant Challenge: Ouroborea, Aphelion’s Rest
    • Blind Well: Taken, Plague: Inomina

Miscellaneous

Ada-1’s Wares

Name Description Cost
Vitrified Duality Equip this shader to change the color of your gear. 10000 Glimmer
New Pacific Sink (Worn) Apply this shader to change the color of your gear. 10000 Glimmer
War Cult Rain Apply this shader to change the color of your gear. 10000 Glimmer
Upgrade Module A collection of universal components that can be used to infuse power between gear items. Can be purchased from the Gunsmith or acquired from special reward sources. 1 Enhancement Core & 10 Legendary Shards & 5000 Glimmer

Eververse Bright Dust Offerings

Name Description Type Cost
Concentrated Mattergem An Upgrade Module ionizer created from refined Mattergems. Consumable 200 Bright Dust
Glimmershard A shard with the ability to generate Glimmer during combat. Consumable 250 Bright Dust
Sparrow Getaway Emote 3250 Bright Dust
Necrosis Equip this weapon ornament to change the appearance of the Recluse. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 700 Bright Dust
Vitreous Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Gloamstrife Equip this shader to change the color of your gear. Shader 300 Bright Dust
Meditator Apply this shader to change the color of your gear. Shader 300 Bright Dust
Trap Setting Emote 3250 Bright Dust
Future-Facing Helm Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it’s unlocked for all characters of the relevant class on your account. Titan Universal Ornament 1200 Bright Dust
Firebreak Shell Ghost Shell 2850 Bright Dust
Synchrotron Advancer Ship 2000 Bright Dust
Pinballer Vehicle 2500 Bright Dust
The Business End Equip this weapon ornament to change the appearance of Sweet Business. Once you get an ornament, it’s unlocked for all characters on your account. Weapon Ornament 1250 Bright Dust
Secure Projection Equip this item to change your Ghost’s projection. Ghost Projection 1500 Bright Dust
Celestial Dome Apply this shader to change the color of your gear. Shader 300 Bright Dust
Neopop Wave Equip this shader to change the color of your gear. Shader 300 Bright Dust
Boreal Char Equip this shader to change the color of your gear. Shader 300 Bright Dust
Growing Gilt Apply this shader to change the color of your gear. Shader 300 Bright Dust
Vex Invasion Effects Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
AI-COM/RSPN: REBOOT Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust
Ossified Entrance Modifications for your ship’s transmat systems, so you’ll always arrive in style. Transmat Effect 450 Bright Dust

Weekly Bounties

Petra Venj, The Dreaming City

Name Description Cost Requirement Reward
Ascendant Challenge “The Awoken have long practiced the art of walking between worlds.” —Techeun Kalli 1500 Glimmer 1 Ascendant challenge completed XP++ & Dark Fragment & Legendary Gear
Gateway Between Worlds “The Blind Well can split wide the veins that run between realities.” —Techeun Sedia 40 Dark Fragment 10 Activity completions XP++ & Offering to the Oracle

Eris Morn, Moon

Name Description Cost Requirement Reward
Slow-Wave Disruption Complete waves of Altars of Sorrow in Sorrow’s Harbor. 1000 Glimmer 7 Waves completed Hymn of Desecration
Lunar Spelunker Loot chests in 3 of the Moon’s Lost Sectors. 1000 Glimmer 1 K1 Communion Lost Sector looted & 1 K1 Logistics Lost Sector looted & 1 K1 Crew Quarters Lost Sector looted 1 Firewall Data Fragment

Lectern of Enchantment, Moon

Name Description Cost Requirement Reward
Nightmare Hunter Defeat Nightmares in Nightmare Hunts. 5 Phantasmal Fragment 100 Nightmares XP++ & 1 Phantasmal Core
Nightmare Sojourner Defeat Nightmares in Lost Sectors across the solar system. Nightmares defeated on the Moon only grant reduced progress. 5 Phantasmal Fragment 100 Nightmares XP++ & 1 Phantasmal Core

Variks, Europa

Name Description Cost Requirement Reward
Courageous Expedition On Europa, complete Lost Sectors, public events, and patrols. 1000 Glimmer 15 Progress XP++
Controlled Experiment During the Empire Hunt “The Technocrat,” defeat Praksis and earn points by defeating combatants with precision final blows. Higher difficulties grant more efficient progress. 1000 Glimmer 50 [Headshot] Precision & 1 Praksis, the Technocrat defeated XP++

Shaw Han, Cosmodrome

Name Description Cost Requirement Reward
Public Disturbance Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. 1000 Glimmer 3 Public events XP++ & Glimmer
Full Spectrum Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. 1000 Glimmer 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar XP++ & Glimmer

Starhorse, Eternity

Name Description Cost Requirement Reward
Pins Pulled Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with grenade abilities or Grenade Launchers, rapidly defeat combatants, and complete the activity with an impressive score. 5 Strange Coin 110 Grenade final blows & 125 Rapidly defeated & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Balmung’s Return Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with Arc Swords, rapidly defeat combatants, and complete the activity with an impressive score. 5 Strange Coin 100 [Arc] [Sword] final blows & 125 Rapidly defeated & 1 180000 Points 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor
Unlimited Horsepower Complete the following objectives in a single run of Dares of Eternity on Legend difficulty. Objectives will reset if not completed when the activity ends. Defeat combatants with Rocket Launchers, Linear Fusion Rifles, Sniper Rifles, or Grenade Launchers; defeat powerful combatants within streaks; and complete the activity with an incredible score. 7 Strange Coin 85 Weapon & 120 Defeated in streaks & 1 300000 Points 3 Paraversal Haul & 1 Enhancement Prism & XP++ & 150 Strange Favor

Nimbus, Neomuna

Name Description Cost Requirement Reward
Vex Incursion Countermeasures In the Vex Incursion Zone, defeat combatants using Strand to obtain Shellcode Fragments. Open a Terminal Overload Key Chest to obtain a Polymorphic Engine. 1000 Glimmer 8 Shellcode Fragments & 1 Polymorphic Engine XP++ & Polymorphic Shellcode

Arcite 99-40, Hall of Champions

Name Description Cost Requirement Reward
Steadfast Onslaught Defeat combatants in Onslaught. Bonus progress awarded for final blows with Void or Strand weapons and abilities. Complete 20 waves in a single run of Onslaught. 10000 Glimmer 50 Targets & 1 1 XP+ & 100 Lord Shaxx Reputation & 200 Lord Shaxx Reputation & BRAVE Engram
Steadfast Gambit Defeat combatants in Gambit. Bonus progress awarded for final blows with Solar weapons and abilities. Play 3 Gambit matches. 10000 Glimmer 50 Targets & 3 Gambit matches 1 XP+ & 100 Lord Shaxx Reputation & 200 Lord Shaxx Reputation & BRAVE Engram
Illustrious Crucible Defeat Guardians and earn assists in Crucible. Bonus progress awarded for final blows with Hand Cannons. 10000 Glimmer 50 Opponents defeated 1 XP+ & 200 Lord Shaxx Reputation & 400 Lord Shaxx Reputation & BRAVE Engram
Illustrious Raider Defeat combatants in raids and dungeons. Bonus progress awarded for final blows with Sidearms. Complete an encounter on Normal difficulty or higher. 10000 Glimmer 80 Targets & 1 1 XP+ & 200 Lord Shaxx Reputation & 400 Lord Shaxx Reputation & BRAVE Engram
Distinguished Raider Defeat combatants with precision damage in raids and dungeons. Bonus progress awarded for precision final blows with Bows. Complete an encounter on Master difficulty or higher. 10000 Glimmer 100 Targets & 1 1 XP+ & 400 Lord Shaxx Reputation & 800 Lord Shaxx Reputation & BRAVE Engram

Seasonal Challenges

Name Description Objectives Rewards

No more records this season!


Notable Armor Rolls

Only notable rolls (stat total >= 59 or single stat >= 26) are listed here.

Class Name Vendor Type MOB RES REC DIS INT STR Total Cost
Titan Torobatl Celebration Mask Ada-1 Helmet 10 12 2 2 2 28 56 25 Legendary Shards & 1000 Glimmer
Warlock Exodus Down Robes Nessus Chest Armor 2 11 13 2 2 29 59 25 Legendary Shards & 1000 Glimmer
Warlock Exodus Down Hood Nessus Helmet 2 2 28 2 25 2 61 25 Legendary Shards & 1000 Glimmer

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris posts on Friday.

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

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COD Modern Warfare 3 and Warzone Update for April 23 Resolves Exploits and More

Sledgehammer has pushed out a server-side Call of Duty: Modern Warfare 3 and Warzone update this April 23, and this not only fixes an exploit, but it brings in adjustments as well. Check out everything new in the official patch notes available below.

COD Modern Warfare 3 and Warzone Update Patch Notes for April 23:

GLOBAL

GAMEPLAY

  • Resolved an exploit involving Rear Grips on Handguns allowing players to gain an unfair advantage.

MULTIPLAYER

PROGRESSION

  • Challenges that require quickscope kills are now more lenient in detection when using Weapons that cannot one-shot kill.

MAPS

  • 6 Star
    • Added collision near the Garden to prevent players from reaching exploitable areas.
  • Growhouse
    • Added collision near the Container to prevent players from reaching exploitable areas.
  • Tanked
    • Added collision near the Entrance to prevent players from reaching exploitable areas.

MODES

  • One in the Chamber
    • Corrected win conditions to prevent the last-standing player from incurring a loss.

MWIII RANKED PLAY

Gameplay

  • Concluded: Weapon Evaluation
    • Thank you for your feedback and gameplay data! The Call of Duty League, Sledgehammer Games, and our teams will discuss findings and share an update after the launch of Season 3 Reloaded.
  • Content Restrictions Update
    • Weapons
      • ARs
        • BP50
        • Holger 556
        • MTZ-556
      • SMGs
        • WSP Swarm
        • HRM-9
        • RAM-9

WARZONE

BUG FIXES

  • Fixed additional collision issues on Rebirth Island that allowed players to exploit geography.
  • Fixed an issue preventing the gas mask animation from playing, leading it to function improperly.
  • Fixed an issue preventing players in a passenger seat from using UAVs.

In other Call of Duty news, did you know Activision released a cosmetic that can only be obtained by buying other cosmetic bundles? Yep, you can read about the Beast Glove here.

Source: Call of Duty (1, 2)

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Alex Co

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Remnant 2 Update 1.000.028 Marches Out for The Forgotten Kingdom DLC and Patch

As expected, Gunfire Games has pushed out Remnant 2 update 1.000.028, and this not only ushers in a new update, but this has been rolled out too for The Forgotten Kingdom DLC! For those who are willing to spend the dough, there’s a new Invoker archetype, new story missions and more in the DLC.

As for those who just downloaded today’s Remnant 2 update, this patch adds support for DLSS 3.7 and XeSS 1.3, and there’s a bunch of fixes and adjustments as well.

Remnant 2 Update 1.000.028 Patch Notes | Remnant 2 The Forgotten Kingdom Patch Notes:

[ The Forgotten Kingdom DLC Launch ]

The wait is almost over, The Forgotten Kingdom DLC is available tomorrow, April 23rd! Uncover new secrets, traverse new dungeons, acquire powerful gear, meet unexpected allies and face new threats in your quest to return peace to the forgotten kingdom.

Introducing the Invoker Archetype!

Discover this brand-new Archetype and learn to manipulate Skills to your will. The Invoker draws upon the power of Yaesha to benefit their team, debuff enemies, and prove a valuable addition to any Archetype combination. – Check out the Invoker archetype abilities and gameplay here!

The Forgotten Kingdom storyline is automatically woven into all new campaigns!

If you wish to experience The Forgotten Kingdom right out of the box, head to “Adventure Mode” from the Ward 13 Worldstone and select “One Shot”. As with the original DLC, this will populate your Adventure with DLC content, allowing you quicker access to the newest quests, NPCs, enemies, and of course, loot!

[ Overview ]

Along with The Forgotten Kingdom DLC, this update brings a massive amount of balance adjustments across the board.

Our goal regarding balance has always been to provide more build options and facilitate as much player creativity as we can. We’ve gone through almost every aspect of our gear options to strengthen the foundation that every player build relies upon. We hope the changes inspires you to try crazy new builds combinations and experience all the new content we are proud to share with you.

We look forward to hearing from you on our Official Discord, watching your videos and clips, and of course, reading your posts and comments everywhere and anywhere we can. Player feedback is a big deal to us at both Gunfire Games and Arc Games. We absolutely appreciate the Remnant community and the dedication and love you show to the game, so this mega balance update is for you!

[ General ]

= Performance =
– Added support for DLSS 3.7 and XeSS 1.3.

DEV NOTE: These options are now available in the settings menu.

= Quality of Life =
– Added cross platform friend invites and joining in-game.
– Added an FOV modifier to console versions of the game.

[ UI ]

– Fixed an issue where sometimes, certain items could not be equipped or unequipped without closing and reopening the inventory
– Fixed an issue where Tutorial pop-up about Downgrading was incorrect
– Fixed an issue where Weapon tooltips would not display RPS information correctly
– Fixed an issue where the name of a spectator disappeared after a zone change
– Fixed an issue where UI would display at max size while in downed state.
– Fixed an issue where Rewards for defeating Annihilation would show up behind the credits screen if players skipped final game cinematic.

DEV NOTE: Items were always being rewarded; however, the UI toasts were hidden.

[ Player ]

= General =
– Adjusted Melee Window after exiting a ladder (sooner)
– Increased Buffer Window for Melee after all Forward Evades
– Increased Buffer Window for Melee after Ultra Heavy Neutral Evade
– Increased Buffer Window for Melee after Omen Dash
– Increased Buffer Window for Melee after Mist Step
– Increased Movement Speed Cap from 150% to 200% (Sprint, Jog, Crouch, ADS)

DEV NOTE: General QOL cleanup. Buffering a Melee Attack out of any Evade should feel much more responsive. Same for exiting a ladder.

= Bleed Status Effect =
– VS Player: Properly halves healing when Triage is active
– VS Enemies: Reduces Empathy and Regenerator Effectiveness by 50%

DEV NOTE: Added counterplay to certain boss affixes that work the same way they do against the player. Play smart!

= Slow Status Effect =
– Enabled Interactions with items that require “Negative Status Effects” to trigger
– Does not count as an “Elemental Status Effect”

DEV NOTE: Added another way to trigger items that are looking for Status Effects by making this one of our “core statuses” (Bleed, Burning, Overloaded, Corroded, Slow).

= Exposed Debuff =
– Increases Incoming Damage by 15% from all sources

DEV NOTE: This is now a static value in singleplayer and multiplayer. No longer variable based on number of players in the game. We are considering making Expose a multiplicative debuff, but wanted see how this version performs at scale, first.

= Shooting Range =
– Increased the active “Infinite Ammo/Damage” trigger volume
– Added Mod Charges and Skill Charges to trigger volume
– Fixed the DPS Meter from disappearing when certain damage values were reached

DEV NOTE: Casting Mods that push you out of the trigger volume made it hard to get solid DPS numbers. You now have more room behind to move about and get pushed back, but some things (like double Concussive Shot) will still push you out. We left some room so you could easily reset the tracker. Time to test Big Bang DPS! Oh yea, the refresh trigger volume also refills Mod and Skill Charges.

[ Enemies ]

= Roaming Aberration Spawns =
– Spawn Rate has been increased on lower difficulties.

DEV NOTE: We doubled the spawn rate on Survivor and increased it slightly less on all difficulties other than Apocalypse which is still 50% chance. To clarify, Apocalypse still has the highest chance to spawn Roaming Aberrations.

= Fae Knights =
– Fixed an issue causing Fae Knights to teleport to their deaths

DEV NOTE: Dummies.

[ Traits ]

= General =
Some small Trait balancing and reworking here. Dark Pact was swapped to Grey Health Conversion instead of reducing the Grey Regeneration rate. We also restructured Swiftness to contain Wayfarer, and Amplitude to contain Resonance. With these updates, there should be some additional exciting choices to be made.

= Dark Pact =
– Changed from Reduced Grey Health Regen to Grey Health Conversion Rate

DEV NOTE: We found the original design of Dark Pact to be too niche. Changing it to Grey Health Conversion Rate gives it more overall interactions, especially with many of the updated and new gear items.

= Glutton =
– Increased Max Value from 30% to 35%

= Handling =
– Reduced Max Value from 40% to 30%

DEV NOTE: Spread Reduction was still a bit too high across the board, so we made a few adjustments to most related items and perks, Handling included.

= Wayfarer =
– Removed Trait
– Combined Bonus with Swiftness Trait

DEV NOTE: While we will all miss Wayfarer as a standalone Trait, a new Trait can be obtained in its place. Head back to the original reward location and grab it!

= Swiftness =
– Added Wayfarer Bonuses

DEV NOTE: The original values of Wayfarer have been fully rolled into Swiftness. This means that +10 Swiftness is now equivalent to +10 Swiftness and +10 Wayfarer.

= Resonance =
– Removed Trait
– Combined Bonus with Amplitude Trait

DEV NOTE: A new Trait is now rewarded in Resonance’s place. Adventure once again to claim the new prize and perhaps it will enhance your next build!

= Amplitude =
– Added Resonance Bonus (same original Resonance 50% bonus)

DEV NOTE: Just like Swiftness and Wayfarer combo, you can now get both AOE and AURA bonus from a single trait, Amplitude!

[ Archetypes ]

= Hunter =
– Prime: Melee Weakspot Hits also extend Skill Duration
– Skill: Hunter’s Focus: Added 0.75s Grace Period when leaving ADS
– Skill: Hunter’s Focus: Removed Critical Bonus
– Mark (General): Reduced Critical Chance Bonus from 15% to 10%

DEV NOTE: Hunter Critical Chance with Mark gives a steady advantage over every other Archetype due to its multiplicative nature. Base amount was reduced, and the bonus during Hunter’s Focus was removed following the new addition of the Grace Period to help maintain uptime. Their total Ranged and Weakspot Modifier keep them ahead of the pack as the go-to precision-based class. 

= Challenger =
– Skill: Rampage: Reduced initial Rampage Fire Rate from 15% to 10%
– Skill: Rampage: Adjusted Melee Window after Berserk activation (sooner)
– Perk: Reduced All Critical Chance from 10% to 5%

DEV NOTE: Critical Chance wasn’t tapering off like the Damage does. After reassessing the strength of 10% All Crit only being on Challenger, we reduced it to 5% but always enabled it for any range (Damage still tapers off). For Rampage, it has been overperforming for quite a while. The Fire Rate reduction should smooth it out while allowing it to remain incredibly strong – capable of monster damage.

= Medic =
– Perk: Benevolence: Fixed an issue causing Benevolence from working consistently

DEV NOTE: Still Medic. Still good!!! =)

= Handler =
– Increased Armor of Very Good Boy (50% DR)
– Companion Bleed no longer counts as a separate “unique” Bleed
– Fixed an issue preventing petting Very Good Boy while wearing Atonement Fold

DEV NOTE: V.G.B. got a bit tougher. Also, not being able to pet Very Good Boy is inexcusable, but we will do better in the future!

= Gunslinger =
– Prime: Casting a Skill while ammo buff is active will properly refresh its duration
– Skill: Quickdraw: No longer consumes excess Skill cooldown
– Skill: Sidewinder: Increased Duration from 12s to 60s
– Skill: Sidewinder: Reduced Cooldown from 80s to 50s
– Skill: Sidewinder: Obtaining Ammo reduces Duration by 10s
– Skill: Sidewinder: Reduced Swap Speed Bonus from 50% to 35%

DEV NOTE: Sidewinder has been the single most powerful skill in the entire game since launch. However, since it required quite a bit of skill and dexterity to play perfectly, it ended up being used by only the top 0.01% of players. Additionally, it was generally only useful with single-shot weapons due to the short duration. With this change, the hardcore players can still enjoy the “swapper” playstyle, and everyone else can utilize the excellent ADS Movement Speed buffs and still have plenty of time to utilize the free reloads. Sidewinder will not subtract duration if a Swap does not grant ammo.

= Summoner =
– Prime: Ruthless: Sacrificing Enraged Minions deals more damage based on their HP
– Changed Flyer Sacrifice Projectiles from Skill to Skill+Explosive
– Reduced Flyer Sacrifice Projectile Damage to compensate for 2x DMG Types
– Increased Armor of Minion: Hollow & Minion: Flyer (40% DR)
– Increased Armor of Minion: Reaver (50% DR)
– Fixed an issue that sometimes caused Minions to despawn when using yellow doors

DEV NOTE: In the previous build, Sacrifice causes Minion Explosions to deal more damage the lower their Health was. This has been reversed, so you no longer risk losing them to normal damage. All Minions are a bit tougher as well. This is a hidden interaction and not listed on the Tool Tip, but it is intentional.

= Alchemist =
– Skill: All Vials: Fixed an issue preventing proper cooldown behavior

DEV NOTE: Occasionally, Vials could get stuck in their Cooled Down State.

= Engineer =
– Adjusted All Turrets Base Critical Damage from 110% to 150%
– Increased Armor of all Turrets (50% DR)
– Reduced Movement Speed Cap of Heavy Carry Modes from 200% to 150%
– Metalworker: Reduced Ranged/Skill Critical Chance from 10% to 5%
– Skill: Vulcan: Increased Turret Mode Damage from 0.4 to 0.5 of Carry Damage
– Skill: Flamethrower: Increased Burn from 50 over 10s to 150 over 10s
– Skill: Flamethrower: Increased Ammo Cost of Turret Mode from 10 to 15
– Trait Loadout: Shifted -1 Expertise to +1 Endurance

DEV NOTE: Fixed the Critical Damage discrepancy of Turret Damage compared to other sources. We are looking into potentially looking at allowing Turrets to take some of the Engineer’s stats. For now, this should give a little more power.

= Archon =
– Prime: Removed Mod Generation Percentage Bonus
– Prime: Increased the Max Level Base Mod Generation from 3/6 to 15/30
– Spirit Within: Removed reference to Mod Power Refund over time
– Power Leak: Reduced Base Gain from 200 to 100
– Skill: Reality Rune: Added Automatic Mod Generation while inside Dome
– Skill: Chaos Gate: Damage Dealt/Taken Debuff Grants Stacks (up to 50x)
– Skill: Chaos Gate: Reduced Total Damage Buff from 50% to 35%
– Skill: Chaos Gate: Reduced Bonus Mod Generation from 20% to 5%
– Skill: Havoc Form: Increased Speed of Entering/Exiting
– Skill: Havoc Form: Cancelling Havoc Form refunds some Skill Cooldown
– Skill: Havoc Form: Reduced Cost of Blink
– Skill: Havoc Form: Reduced Cost of Shield
– Skill: Havoc Form: Increased Base Movement Speed
– Skill: Havoc Form: Increased Firing Movement Speed
– Skill: Havoc Form: Enabled momentum to continue during Havoc End
– Skill: Havoc Form: Sped up recovery of Havoc End (can move/act faster)

DEV NOTE: Archon has received some significant changes. The original Prime was generating far too much Mod Power compared to every other source while the ticking Mod Generation was falling flat. We’ve made some large changes to how the Archon generates Mod Power now by drastically increasing the Ticking Rate and giving Reality Rune a lot more utility as well. Havoc also received quite a few changes which now allow it to stay active longer, feel more responsive, and get back into the action quicker after cancelling it, due to the Skill CD refund mechanic.

= Invader =
– S.H.A.R.K: Stacks are properly removed when unequipping Archetype
– S.H.A.R.K: Fixed an issue preventing Stacks while sprinting with a Heavy Weapon
– Skill: Worm Hole: Procs “Perfect Dodge/Evade” Bonuses
– Skill: Worm Hole: Fixed an issue causing clipping errors when interacting with ladders

DEV NOTE: We have some plans to give Invader some additional love in the future. For now, we fixed a couple bugs and made Worm Hole trigger Perfect Dodge actions. This should open the Skill up for more interesting combinations.

= Explorer =
– Starting Melee Weapon changed to Shovel

DEV NOTE: We will keep a close eye on this change. If the Shovel proves to be TOO powerful, we will take appropriate action! It’s a Shovel.

= Ritualist =
– Wrath: Fixed an issue preventing Skill / Mod Summons from getting Damage Bonus
– Wrath: Reduced Critical Chance from 10% to 5%
– Skill: Eruption: Increased Base Cooldown 30s to 40s
– Skill: Eruption: Added Interaction with Slow
– Skill: Eruption: No longer requires Line of Sight to spread Vile
– Skill: Miasma: Reduced Base Damage from 500 to 300
– Skill: Deathwish: Increased Damage Bonus from 35% to 50%
– Skill: Deathwish: Now affected by Skill Duration Bonuses
– Trait Loadout: Shifted -1 Endurance to +1 Spirit

DEV NOTE: Mostly smoothing out the rough edges here. Eruption gained a new interaction with SLOW and properly spreads Vile. Miasma Damage was reduced to bring it in line with other Skills. Deathwish received a nice damage boost. The goal was to make all 3 Skills appealing choices instead of just one.

[ Melee Weapons ]

= Assassin’s Dagger =
– Always deals Weakspot damage from behind enemy
– Removed additional damage buff when attacking Bleeding targets.
– Reduced base damage from 41 to 35.

DEV NOTE: We wanted this to feel a bit more assassinish. Give it a try!

= World’s Edge =
– Reduced Abnormally High Impact/Stagger Scalar
– Reduced Base Damage on Wave
– Reduced Critical Chance from 6% to 3%

DEV NOTE: The Impact Scalar was always meant to be –20% (0.8) but it was set at 1.8, which made this already mega-strong weapon, even stronger. It’s now fixed. The rest of the tweaks are to bring it more in line with other options, however, because of how it functions, it will always be a very desirable weapon.

= Spectral Blade =
– Fixed an issue that prevented certain attacks from triggering Disengage Mutator

= Stonebreaker =
– Reduced Impact Scalar from 10% to 5%
– Removed Double Damage Stacking on Charge Attacks

DEV NOTE: Melee Weapons with special Charge Attacks always deal less damage on the physical part of the Attack – except Stonebreaker. This has been fixed.

= Atom Splitter =
– Increased Weakspot Modifier from 90% to 95%
– Increased Critical Chance from 5% to 6%
– Increased Impact Scalar from 6% to 7%
– Increased Projectile Width of Neutral Backdash Charge Attacks

DEV NOTE: Just a slight buff all around to make this weapon more appealing.

= Hero’s Sword =
– Reduced Stamina Cost for Charge Swing / Projectile
– Reduced Minimum Stamina Required to Fire Projectile

DEV NOTE: A cool weapon that was charging the players extra Stamina when it was not required. This change should make it more appealing to fans of the original!

= Huntress Spear =
– Adjusted Charge / Release Window to be earlier
– Increased Weakspot Modifier from 100% to 110%
– Reduced Critical Chance from 6% to 5%

DEV NOTE: In a world with Krell Axe, a secondary option is appreciated. We made a few tweaks to give the Huntress Spear a bit more purpose (and feel).

= Smolder =
– Increased Burning Damage from 150 to 200 over 5s

DEV NOTE: A small tweak to give it a bit more burnination!

[ Standard Guns ]

= General =
While there are some very strong Standard Guns (those with swappable Mods), a few were falling behind regarding burst damage, total damage potential, or even just their overall feel. These changes are to bring them closer together and smooth out any rough edges that a few of them may have had.

= Repeater =
– Increased Magazine Size from 15 to 20
– Increased Fire Rate from 7.5 to 8.1

DEV NOTE: An excellent sidearm that often fell to the wayside when compared against some of the stronger options. It’s a bit quicker with a bit more sustain.

= MP40-R =
– Increased Reserves by 42 (+1 Magazine)

DEV NOTE: Moar Bulletz.

= Silverback Model 500 =
– Increased Cylinder Capacity from 5 to 6
– Increased Total Ammo from 40 to 48

DEV NOTE: Even though back in the days, some gunslingers often left one chamber clear for safety, we’ve decided to remove all restraints. A little extra kick and a bit more total damage will come in handy. Don’t shoot your eye out!

= Sureshot =
– Increased Damage from 105 to 110
– Increased Total Ammo from 21 to 24
– Increased Reload Speed

DEV NOTE: A few minor tweaks to bring this weapon up to par. Already decently strong, it packs a bit more punch now.

= Tech 22 =
– Increased Reserves by 60 (+2 Magazines)
– Increased Reload Speed

DEV NOTE: Moar Bulletz… and a nice reload buff!

= Service Pistol =
– Increased Magazine Size from 9 to 10
– Increased Reload Speed

DEV NOTE: Small quality of life changes.

= Western Classic =
– Increased Reserves by +6
– Increased Damage from 32 to 36
– Increased Fire Rate from 5 to 5.8
– Increased Reload Speed

DEV NOTE: A handful of changes to keep the Western Classic competitive. It was already a solid Handgun with excellent burst, now it has a bit more of everything!

= Double Barrel =
– Reduced Damage from 110 to 105
– Reduced Fire Rate from 2.3 to 2.25
– Slightly reduced reload speed (~5%)
– Increased Minimum Falloff from 7m to 8m

DEV NOTE: No major tunes outside of just bringing the Double Barrel more in line with its counterparts. Still packs a punch and gains a small range boost to compensate.

= Rupture Cannon =
– Increased Ideal Range from 13m to 14m
– Reduced Fire Rate from 3.1 to 2.75
– Reduced Recoil per shot
– Reduced Spread when not moving
– Increased Spread slightly when moving
– Significantly Increased Reload Speed

DEV NOTE: To make Rupture Cannon stand out in a sea of incredible Handguns, we increased the range and gave it a bonus for standing still. We also boosted the reload speed, recoil, and accuracy (the latter when standing still).

= Bolt Driver =
– Increased Fire Rate from 7.4 to 7.63
– Increased Projectile Speed from 12000 to 15000

DEV NOTE: The increased projectile speed makes this weapon more viable for longer range shots, and the fire range gives it a little more pep.

= Huntmaster =
– Increased Reserves by +7 (1 Magazine)
– Split Fire & Bolt Action Animations to allow faster Shoot > Move behavior

DEV NOTE: This change allows the player to release ADS and move right after the fire completes. They are no longer locked out while performing the bolt-action.

= Wrangler (Lever Action) =
– Increased Reserves by +10
– Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Increased Recoil Recovery Rate

DEV NOTE: More Reserve Ammo. Better Accuracy. Enjoy.

= Pulse Rifle =
– Significantly Reduced Horizontal Recoil
– Slightly Increased Vertical Recoil

DEV NOTE: The Pulse Rifle was already a solid weapon. The accuracy was increased to help give it more of a unique flavor.

= Widowmaker =
– Increased Reload Speed

DEV NOTE: One of the main pain points with the Widowmaker was slow reload… so we sped it up a bit. A heavy hitter that may find its way into more builds.

= Crossbow =
– Increased Damage from 115 to 120
– Increased Weakspot Modifier from 110% to 115%
– Increased Firing Sequence Speed
– Reduced Time to Ready (Fire Slightly Sooner)
– Increased Reload Speed

DEV NOTE: Crossbow has been an underutilized weapon for a while. The overall damage boost and all-around handling increase give it new life.

= Royal Bow =
– Increased Fire Rate from 4.3 to 5.3
– Reduced Time to Charge Perfect Shot
– Increased Reload Speed

DEV NOTE: To help separate each bow, the Royal Bow has become THE speed shooter option. It’s faster in almost every aspect.

= Sparkfire =
– Slightly reduced fire rate from 1.4 to 1.3
– Slightly reduced Reload Speed

DEV NOTE: Minor tweaks here, as we want to keep the identity and power of Sparkfire, while bringing it more in line with other options.

[ Special Guns ]

= Hellfire =
– MOD: Increased Base Damage from 155 to 175
– MOD: Increased Fire DOT from 100 Damage over 5s to 250 Damage over 10s

DEV NOTE: While we have some additional plans for Hellfire, we first wanted to help separate some of the “Explosive Shot” style Mods. We made the Fire Proc hit harder and increased the total Burning Damage (both Total and DPS).

= Rune Pistol =
– Increased Damage from 15 to 16
– Increased Reload Speed
– Reduced Horizontal Recoil
– MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: A bit more damage, an accuracy boost, and a QOL buff when activating the MOD. This should make for a more appealing burst option in the Handgun slot, especially when in more of a support role.

= Corrupted Rune Pistol =
– Increased Damage from 16 to 17
– Reduced Horizontal Recoil
– MOD: Forces Auto Reload on activate if any rounds are available

DEV NOTE: Similar buffs to the regular Rune Pistol so it doesn’t fall behind.

= Meridian =
– Fixed an issue preventing Meridian from dealing damage over long distances

DEV NOTE: This is not something most people ever ran into. Bug fix.

= Sorrow =
– Increased Projectile Speed from 12000 to 13500
– Increased Primary Falloff Range from 18m to 19m
– Reduced Horizontal Recoil

DEV NOTE: Simple Quality of Life tweaks to smooth out weapon performance and to make it more viable at slightly farther distances.

= Corrupted Sorrow =
– Increased Projectile Speed from 9500 to 11500
– Increased Fire Rate from 2.3 to 2.6
– Reduced Horizontal Recoil
– Slightly Reduced Reload Speed
– MOD: Removed Ranged Scaling from Mod Damage

DEV NOTE: Mostly Quality of Life, but also a fix to address the wild Mod scaling. The speed and accuracy increases will help take down targets are father range.

= Corrupted Nebula =
– Increased Wisp Speed from 800 to 1600

DEV NOTE: The travel time on Nanobots was often eating up some of its active time so we made sure it could get to its targets sooner.

= Star Shot =
– Increased Reload Speed
– MOD: Reduced Mod Requirement from 630 to 420

DEV NOTE: You and your team are definitely gonna die. Good luck.

= Cube Gun =
– Increased Projectile Speed from 4000 to 6500
– Moved the “Callback” trigger earlier in the Manual Reload animation
– No longer triggers “Reload” behaviors when projectiles return to weapon
– MOD: Fixed an issue preventing some player projectiles from penetrating Cube

DEV NOTE: The Cube Gun is quite powerful when you are in a situation that makes it hard to miss rounds (point blank). However, once one or two go flying off into the distance, you are at quite a disadvantage. We made a few adjustments so that when you do lose a round or two, you can get them back faster.

= Corrupted Cube Gun =
– Reduced Heat per Shot from 0.2 to 0.1975
– Reduced Windup Time from 0.5s to 0.35s
– Increased Heat Reduction Rate from 0.45 to 0.50 per second
– Reduced Heat Reduction Decay from 0.1 to 0.05
– Reduced Secondary Falloff Range from 40m to 35m
– Adjusted Projectile Hitbox for more accurate contact
– MOD: Increased Heat Reduction from 15% to 20%
– MOD: Increased Heat Reduction Rate from 50% to 75%
– MOD: Fixed alignment to player instead of world space

DEV NOTE: Look. It’s just better all around. Maybe too good… but it shoots Cubes, and that’s all that really matters.

= Anguish =
– Reduced Base Damage from 105 to 92
– Reduce Charge Time to Perfect Shot
– Reduced Ideal Range from 18m to 16m
– MOD: Forces Auto Reload on activate if any rounds are available
– MOD: Increased Mod Requirement from 500 to 915
– MOD: Adjusted low health damage boost curve
– MOD: Added text regarding damage bonus to lower HP enemies
– MOD: Fixed improper scaling of Explosive Damage modifiers

DEV NOTE: Anguish was clearly outperforming most guns in the game and the goal here was to dial it back a bit while making the Charge Shot more rewarding. The Mod retains its Damage Bonus to weaker targets, while the inconsistent Explosive Damage scaling was fixed. Overall, a bit weaker but still incredibly strong.

= Sagittarius =
– MOD: Refactored to allow Stars to “pulse” damage in the entire AOE

DEV NOTE: Much more viable for hitting grounded targets. However, you may find it trickier to deal with pesky flying enemies. Primary fire will work!

= Merciless =
– Increased Projectile Speed from 5000 to 7500
– Greatly increased Reload Speed
– Increased Speed of Reticle Compression (Activate Bleed Sooner)
– Reduced Bleed Damage from 250 to 200
– MOD: Increased Cost from 315 to 500

DEV NOTE: The Projectile Speed increase makes the gun feel more accurate at longer ranges, and the quicker Reticle Compression Speed allows the Bleed to take hold quite a bit earlier. Reload is a win for anyone that loves this weapon. The MOD, however, was a bit too low-cost for how much damage it was dealing.

= Corrupted Merciless =
– Increased Weakspot Bonus Damage from 100% to 105%
– MOD: Changed to require 3 WS hits before reloading instead of in a row
– MOD: Fixed an issue causing incorrect interactions with extended Magazine Size

DEV NOTE: A tricky weapon to balance, specifically regarding the MOD. No longer do you need to hit 3 Weakspot Hits in a row, but simply, 3 Weakspots before actually reloading. This means that Extender or Bandit can give you some leeway should you miss, if you still get those 3 total Weakspot hits in. We will keep a close eye on Corrupted Merciless and make additional adjustments where necessary.

= Nightfall =
– Increased Projectile Speed from 10000 to 13500
– Reduced Damage from 31 to 28
– Increased Fire Rate from 4.35 to 5.25 (Overall DPS Increase)
– Increased Magazine Capacity from 10 to 13
– Increased Total Ammo from 90 to 117

DEV NOTE: While the Base Damage is lower, the Fire Rate is quicker. This is an overall DPS increase and helps make the gun feel more responsive.

= Twisted Arbalest =
– Slightly Increased Reload Speed

DEV NOTE: Simple QOL. Not a game changer… but feels nice.

= Corrupted Twisted Arbalest =
– Lowered Reserves by 8 (-1 Magazine)

DEV NOTE: Was dealing too much Total Ammo Damage when considering reserves, bounce, and explosions. Minor change to bring it in line.

= Deceit =
– MOD: Added Melee Damage to Ring Swords and Thrown Swords
– MOD: Increased Damage of Single Thrown Swords from 100 to 125 each
– MOD: Reduced Damage of Charge Thrown Swords from 125 to 50
– MOD: Reduced Proximity Ring Sword Damage from 35 to 25
– MOD: Added clarification text for Charge Melee Fragment debuff

DEV NOTE: While we have some additional plans for Deceit in the future, these changes were made to make the “full loop” playstyle more rewarding and to make Melee Mod Generation and trigger options more viable.

= Corrupted Deceit =
– MOD: Added Melee Damage to Sawblade

DEV NOTE: Same Melee Damage change as regular Deceit.

= Monarch =
– MOD: Properly Scales with Mod Duration Bonuses

DEV NOTE: The King doesn’t really need any more wins…

= Plasma Cutter =
– Slightly Reduced Heat Buildup per Pulse/Shot
– Increased Weakspot Modifier from 75% to 80%
– Lowered Reserves by 100 (-1 Magazine)
– Added a slight Heat Decay Delay after firing

DEV NOTE: When comparing all weapons, Plasma Cutter was dealing over 40% more Total Damage due to its ramping nature and total amount of reserves. The change brings it to about about 10% more total damage. The Burst DPS and Sustain DPS have not changed at all. We also adjusted the Heat buildup so wearing Microcompressor will allow a full Magazine to be spent without overheating on the final shot.

= Savior =
– Lowered Base Damage from 72 to 50
– Increased Perfect Charge Modifier from 2.3x (166) to 3.4x (170)
– Increased Overcharge Modifier from 1.85x (133) to 2.65x (133)
– Increased Fire Rate from 1.9 to 2.1
– Increased Reload Speed
– Reduced Reserves by 6 (-1 Magazine)
– MOD: Removed Weakspot / Kill Requirement for Fragments

DEV NOTE: Basic Uncharged (mash) Damage has been reduced but compensated for with the increase to Perfect and Overcharge modifiers. The Total Ammo Damage was too high without investment. Reload Speed and Fire Rate increases as a trade-off for losing some reserves. A highly-rewarding weapon.

= Corrupted Savior =
– Reduced Magazine Size from 50 to 40
– Reduced Total Ammo from 300 to 200
– Increased Base Fire Rate from 3.0 to 3.15
– Reduced Max Fire Rate at Full Mod Power
– Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Increased Reload Speed
– Added New Reticle for Clarity
– MOD: Reduced Mod Cost from 400 to 330 Per Charge
– MOD: Added Activate Animation
– MOD: Increased Fire Speed by 300%
– MOD: Now Reloads 20% Primary Ammo per Charge consumed
– MOD: Added new Reticle for Clarity

DEV NOTES: This bad boy came out of the gates SUPER HOT, heavily overperforming in most categories except MOD. We wanted more back and forth between Primary Fire and the MOD so we made a few adjustments to make casting it more appealing. You can now build up the MOD much quicker, fire it faster, and reload Ammo back into the Primary Magazine based on charges spent. Another weapon we will be keeping a close eye on for future adjustments.

= Aphelion =
– Enabled Full Auto Fire
– Significantly increased the Width of Primary Fire Wave
– Increased Vertical Thickness of Wave
– Adjusted VFX to better sync with Hits
– Increased Primary Fire Projectile Speed from 2000 to 3000
– Removed almost all Recoil on Wave
– Removed All Aim Assist on Wave
– MOD: Increased Collision Size on Orb
– MOD: Reduced Recovery on Fire
– MOD: Increased Deactivation Speed (Manual & Post Fire)
– MOD: Increased Projectile Speed from 350 to 850
– MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: This is basically all Quality of Life. We made a handful of changes to really push Aphelion towards its intended purpose. It’s an excellent crowd control weapon and it deals solid damage to single targets as well. Activating the Mod generates 1 Primary Ammo instead of reloading from Reserves. This allows the Supernova to always be destroyed by the Primary Fire.

= Corrupted Aphelion =
– Increased Magazine Size from 6 to 8
– Reduced Total Ammo from 48 to 40
– Increased Primary Fire Projectile Speed from 2000 to 4500
– Increased Damage from 21 to 33 (63 > 99 Total Damage)
– Reduced Fire Rate from 2.2 to 1.45
– Increased Reload Speed
– Reduced Vertical and Horizontal Recoil
– Increased Vertical Thickness of Wave
– MOD: Reduced Recovery on Fire
– MOD: Increased Deactivation Speed (Manual & Post Fire)
– MOD: Made Orb Spread consistent
– MOD: Increased Base Explosion Damage from 50 to 75
– MOD: Increased Base Explosion Range from 1m to 1.25m
– MOD: Increased Secondary Explosion Damage from 100 to 150
– MOD: Increased Secondary Explosion Range from 2m to 2.75m
– MOD: Reduced Fire Damage from 350 to 200
– MOD: Increase Mod Cost from 850 to 1000
– MOD: Increased Projectile Speed from 350 to 500
– MOD: Generates 1 Primary Ammo on Fire

DEV NOTE: To better separate Corrupted Aphelion from the original, we re-tuned many of the values to give it more of a “laser shotgun” feel. It hits harder and faster. More importantly, the MOD has been overhauled. It’s now much easier to exploit the chain reaction of Micronova and the behavior of the orbs is much more consistent. Activating the Mod also generates 1 Primary Ammo like Regular Aphelion.

= Alpha / Omega =
– Reduced Windup Time from 0.5s to 0.25s
– Reduced Base Damage from 15 to 14 (Max 23 to 21)
– Lowered Fire Rate from 2.0 to 1.87
– Increased Reload Speed
– Greatly Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Fixed an issue causing lower damage when Charge Speed was greatly reduced
– MOD: Increased Projectile Speed from 4000 to 10000
– MOD: Beta Ray detonation is prioritized over Reload

DEV NOTE: Faster Windup makes Alpha / Omega more responsive as soon as you start firing it. To compensate, base damage was slightly lowered, but total damage has been increased due to the Windup and the faster Reload. To make detonation of Beta Ray more fluid, it will always take priority over Reloading if there are any to be detonated. This means that even if Alpha / Omega is missing ammo in the magazine, detonation will always occur first, thus requiring a second button press for reloading. This also means that detonation can be done without forcing a reload when you don’t want it.

= Starkiller =
– Reduced Horizontal Recoil
– Reduced Vertical Recoil
– Adjusted Reticle to better represent actual accuracy
– Greatly Reduced Spread while Stationary
– Significantly Increased Spread while Moving
– Greatly Reduced Vertical Recoil when Scoped
– MOD: Drastically Increased Fire Speed
– MOD: Reduced Buildup time from 5s to 4s
– MOD: Increased Damage from 250/200 to 375/250
– MOD: Reworked Behavior so it properly affects all non-Boss enemies
– MOD: Forces Auto Reload on activate if any rounds are available
– MOD: Shrunk reticle slightly for clarity
– MOD: Adjusted Explosion VFX for a bit more punch
– MOD: Adjusted Explosion SFX for added cool factor

DEV NOTE: Starkiller (Particle Accelerator in R1) has always been a fan favorite, but it wasn’t performing up to par. The changes to the Primary Fire are for quality of life and feel. The changes to the MOD, however, were made with the goal of returning Starkiller to its’ former glory… or at least close (It was pretty crazy, before!).

= Repulsor =
– Greatly increased Reload Speed
– MOD: Reduced Mod Power Cost from 500 to 250
– MOD: Disabled Deactivation Animation after firing Mod
– MOD: Lowered Charges from 3 to 1
– MOD: Fixed an issue preventing Mod Charge Bar from displaying properly after use

DEV NOTE: The Reload Speed was the biggest pain point for most players. The MOD
was changed to 1 Charge, but it also builds much faster. The purpose of this change was to let you Banish and return to the action more seamlessly. We also enabled it to skip the MOD Deactivate upon firing Banish for responsiveness.

= Sporebloom =
– Increased Fire Rate from 1.55 to 1.95
– Reduced Secondary Falloff from 30m to 25m
– MOD: Removed Explosive Damage
– MOD: Cloud applies HASTE to allies (retains SLOW vs enemies)
– MOD: Cloud DOT no longer deals Friendly Fire Damage
– MOD: Reduces Charges from 2 to 1

DEV QUESTION: Did this thing really need a buff? Who knows, but it feels more responsive, and the MOD is more enticing to use. Let it rock!

[ Swappable Mods ]

= Blood Draw =
– Fixed an issue that sometimes caused Blood Draw to not deal damage

= Bore =
– Increased Duration from 6s to 10s
– Increased Weakspot Modifier from 150% to 165%
– Reduced Charges from 2 to 1
– Increased Mod Cost from 500 to 750

DEV NOTE: With the increased duration and overall damage increase, we felt that Bore needed a bit more of a cost. The reduced Charge is to allow you to get back to the action without needing to manually deactivate. Give it a try!

= Energy Wall =
– Increased Base Size by 25%

= Familiar =
– Fixed an issue causing Familiar to attack Summoned Minions

= Fargazer =
Fixed a bug allowing more than one Fargazer at a time
– No longer scales with Status Duration Increases

= Firestorm =
– Properly Scales with Mod Duration Bonuses

= Knight Guard =
– Damage Type changed to Physical + Mod
– No longer applies Curse
– No longer triggers Melee Mutators

DEV NOTE: Curse was unintentional. Players don’t apply BLIGHTS on enemies.

= Ring of Spears =
– Reduced Cost from 1800 to 1250
– Added Melee Damage to Ring Spears, Thrown Spears, and Recalled Spears
– Added Explosive Damage to AOE upon return
– Increased Projectile Speed from 3000 to 5000
– Reduced Return Time from 0.5s to 0.25s

DEV NOTE: Due to the high original cost, Ring of Spears didn’t see much use. We lowered the cost and added a few extra sweeteners to enable more combos.

= Rotted Arrow =
– Increased Base Impact Damage from 20 to 75
– Increased Impact Weakspot Modifier from 50% to 125%
– Increased Explosive Damage from 60 to 100
– Reduced Explosive Range from 4m to 1.5m
– Increased Projectile Speed from 5000 to 12500
– Removed Damage Over Time
– Reduced Charges from 3 to 2

DEV NOTE: In our desire to better distinguish “Explosive Shot” style MODS from each other, Rotted Arrow gained more of a focus on precision. It hits much harder against Weakspots and it gets to the target much faster. However, it’s also more focused on a single target as opposed to a wide area of effect.

= Scrap Shot =
– Removed Original Caltrops unique DOT behavior
– Increased Bleed Damage from 220 to 400 over 10s
– Reduced Slow Duration from 5s to 3s

DEV NOTE: This is more about consolidating what the MOD is meant to do. It has a much stronger BLEED and retains the SLOW but for a shorter duration. It’s also part of our desire to help separate SLOW MODS from each other. More to come on that front!

= Song of Eafir =
– Reduced Enemy Damage Reduction from 15% to 10%

= Voltaic Rondure =
– Properly scales with Increased Mod Damage Bonuses

[ Ranged Mutators ]

= General =
There were some large discrepancies in power between the many Ranged Mutator offerings. Quite a few were re-tuned/rebalanced while others were reworked. Our goal has always been to enable more build options and build variety.

= Extender =
– Increased Capacity Bonus from 40% to 45%
– Increased Reload Speed Bonus from 15% to 20%
– Fixed an issue where Extender remained on/visible on unequip

= Bulletweaver =
– No longer affects both weapons.

= Momentum =
– Reduced Critical Bonus per stack from 3% to 2%

DEV NOTE: This change was to bring it in line with many of the other Ranged Mutators as it was providing an incredibly powerful damage increase for low investment.

= Lithely =
– Reworked Primary behavior to factor Base Damage Dealt instead of kills

DEV NOTE: “Base Damage Dealt” over “On Kill” is a more player-friendly option in a game where you may not always have a scrub enemy to kill. This helps the Mutator become immediately more viable.

= Twisting Wounds =
– Increased Bleed Duration from 200 over 10s to 200 over 20s

= Transpose =
– Reduced Range Damage Bonus from 20% to 15%
– Reduced Duration from 20s to 15s
– Adjusted text to clarify that net Ammo Gain is what activates the trigger

DEV NOTE: Generated Ammo was not originally designed to trigger Transpose (Band of Accord, Corrupted Cube Room, Aphelion Mod, C. Aphelion Mod, Transference, Refunder, Engineer & Alchemist Perks, etc). However, we thought it was cool, so we adjusted the duration and power and allowed this interaction to exist. It does not work on Ammo shifting from reserves to primary. It must be a net Ammo gain.

= Timewave =
– Reworked Primary to increase Ranged Damage to Slowed Enemies
– Reworked L10 to apply SLOW on Mod Usage for 5s (10s CD)
– Increased Range of SLOW application from 7.5m to 10m

DEV NOTE: Timewave was providing too much SLOW for very little investment, especially when considering MODS like Prismatic Driver and Stasis having dozens of activations per second. We reworked it so the SLOW application was more balanced, and the Primary Effect was more versatile.

= Refunder =
– Increased Max Refund Chance from 35% to 50%
– Reduced L10 bonus from 50% to 25%

DEV NOTE: Basically, a ton more Ammo. While not a highly desirable Mutator due to many other options featuring Damage Bonuses, Mutator can now ensure you very rarely run out of Ammo in most cases.

= Failsafe =
– Increased Maximum Mod Damage from 20% to 25%

= Ghost Shell =
– Reduced Consecutive Weakspot Hit requirement by 1

DEV NOTE: A very minor change here that should see immediate results. However, this is definitely a Mutator we are watching with a close eye.

= Feedback =
– Increased L10 bonus from 10% to 15% Damage Dealt into Mod Power

= Deadly Calm =
– Increased ramping Damage Bonus from 20% to 25% after 3s

= Battery =
– Fixed an issue that sometimes applied all Stacks for minimum Mod amount spent
– Fixed an issue that prevented stack application from calculating properly

= Spirit Healer =
– Reduced Mod Spend Requirement from 500/300 to 150/50
– Reduced Healing per Mod Spend from 5% to 2%
– Increased Duration from 5s to 10s

DEV NOTE: Making Spirit Healer more fluid by allowing it to activate more often. The healing amount has been reduced to balance it out, and the duration increased to make it more viable overall.

= Ingenuity =
– Reduced Max Heat Reduction from 50% to 30%
– Increased Maximum Reload Speed Bonus from 50% to 55%
– Increased the Max Reload Speed Heat Range from >90% to >85%

DEV NOTE: The Heat Reduction was overbudget, so it was reduced while giving some love to the other bonuses.

= Sequenced Shot =
– Increased Buff Duration from 3s to 5s
– Reduced Total Stacks from 20 to 15

DEV NOTE: Sequenced Shot has always been for providing the player with a second Charge-related Mutator in case they want to run two Charge weapons. It was being outshined by Supercharger so we made a few tweaks to give it a bit more power.

= Bottom Heavy =
– Reduced Baseline Fire Rate to 7% (Max 25%)
– Changed L10 to 1.5% Reload Speed per 10% Magazine Missing (Max 30%)

DEV NOTE: Slight adjustment to the Fire Rate, and a significant Quality-of-Life update to the Reload Speed Bonus.

= Bottom Feeder =
– Renamed to Spirit Feeder
– Reworked Design
– Reloading increases the damage of the Attached Mod by 25% for 5s
– L10: Casting Attached Mod increases Reload Speed by 25%. Lasts 5s

DEV NOTE: Bottom Feeder turned out to promote a clunky playstyle that was a slog to set up. Once active, it blew most Mutators out of the water for its very specific application. We decided to rework this one completely to give players an additional source of Mod/Reload gameplay.

= Fetid Wounds =
– Reduced Corrosion from 200 over 10s to 75 over 10s
– Added Interaction with Slow

= Sleeper =
– Reduced Stow Time Requirement from 7s to 5s
– Increased Proc Durations from 3s/5s to 5s/10s at Max

= Dreadful =
– Fixed a bug preventing it from rewarding the damage bonus
– Reduced Grey % Requirement from 10% to 5%
– Reduced Damage Bonus from 2%/4% to 1%/2% (Max 20% at 50% Grey)
– Increased Reload Bonus from 15% to 25%

DEV NOTE: Fixing the bug on this one will help, but also making it more granular of a damage increase should make it more noticeable without having the full 10% Grey to proc. The total damage bonus is completely unchanged, but now it works!

= Prophecy =
– Changed L10 bonus to Movement Speed per Stack

DEV NOTE: This was adjusted to give the Mutator a more cohesive feel. The Mod Cost Reduction was basically the same as additional Mod Generation.

[ Melee Mutators ]

= General =
Melee Mutators also had some large discrepancies in power that we wanted to take care of. Like Ranged Mutators, the goal is to provide more build options and overall variety. Lots of adjustments here for both balance and usability.

= Vampire Blade =
– Increased Maximum Melee bonus from 25% to 30%

= Reinvigorate =
– Increased L10 Charge Melee Bonus from 15% to 20%

= Overdrive =
– Reworked Base Effect to Scale with Level
– Changed Duration of Base Effect to be Static
– Removed Critical Damage from Base Effect

DEV NOTE: The Critical Damage Bonus pushed this Mutator well out of range of most other options, so we made a few adjustments.

= Striker =
– Fixed an issue that prevented Stacks to properly decay over time
– Adjusted so Stacks now fall off one at a time

= Misfortune =
– Fixed an issue preventing unique Status Effects from properly calculating
– Increased Maximum Damage from 5%-8% to 6%-10%
– Increased L10 Duration from 2s to 3s

= Steadfast =
– Reduced Damage Reduction from 10%-20% to 5%-10%

DEV NOTE: The pure Damage Reduction bonus was granting too much defense for a single Mutator, especially one which allows all Grey Health conversion while Charging.

= Disengage =
– Reduced Strike Requirement from 5 to 3
– Increased Damage per Stack from 10% to 15%

DEV NOTE: We made Disengage easier to trigger and increased the Damage Bonus to make it a more enticing option.

= Transference =
– Reworked L10 to increase Reload Speed by 50% after Ammo transfer

DEV NOTE: The L10 Bonus was changed to make the Mutator more thematically cohesive. Transference gives you the Ammo, and now you can utilize it quicker.

= Vengeful Strike =
– Increased Minimum Damage Bonus from 20% to 25%

= Resentment =
– Increased Minimum Damage Bonus from 10% to 15%
– Increased Maximum Damage Bonus from 30% to 35%

= Shielded Strike =
– Increased Max Per-Strike Shield Bonus from 4% to 5%
– Increased Max Total Shield Bonus from 40% to 50%
– Reduced Duration from 10s to 5s

DEV NOTE: An overall buff. You’ll need to keep attacking to maintain the SHIELD for an extended period of time.

= Weaponlord =
– Increased Strike Bonus from 10% to 15% per Stack
– Reduced Strike Bonus Duration from 7s to 5s
– Reduced Strikes Required for L10 Crit from 5 to 3

DEV NOTE: With a reduced cost to trigger the L10 Bonus, Weaponlord will reward those with a more Melee-focused setup.

= Dervish =
– Changed L10 to Base Damage Dealt instead of On Kill
– Removed L10 cooldown

DEV NOTE: Another case of replacing “On Kill” with “Base Damage Dealt” to make this a more player friendly option.

= Shocker =
– Reduced Strikes Required to Proc from 5 to 3

= Opportunist =
– Critical Buff now lasts for 2s instead of “Next Melee Hit”

DEV NOTE: … sheesh.

= Tainted Blade =
– Reduced Damage from 500 to 250
– Reduced Duration from 20s to 10s
– Reduced Max Damage Bonus from 10% to 8%

= Guts =
– Fixed a bug preventing Maximum Crit Damage from being attained
– Adjusted L10 Melee Critical Damage from 2.5% per 10% Grey to 0.5% per 1% Grey

DEV NOTE: This is a bug fix which now makes the Mutator more viable, seeing as it does what it says it does. It was previously locking the Crit to a low value and thus not making any sort of real impact. Now it does!

= Executor =
– Increased Max Range from 10m to 20m

[ Trinkets – Amulets ]

= General =
Amulet adjustments are a tricky endeavor. Damage is King in the neck slot, and it’s very challenging to entice players to pick anything else (understandable!). Our priority when making balancing adjustments was to ensure there were proper tradeoffs for Damage Bonuses. If there’s an All Damage bonus with no requirement, then it will generally be a lower bonus than if there were a condition needed to enable it. We looked through each Amulet and weighed the pros and cons to better adjust their power budget.

For all other non-damage trinkets, we looked at increasing benefits and reducing penalties where applicable. We hope this inspires you to try trinkets you may never have built into. Let’s see what you come up with!

= Abrasive Whetstone =
– Reduced Critical Damage Bonus from 30% to 15%

DEV NOTE: As one of the very few multiplicative damage bonuses, Whetstone scaled way out of proportion with almost every other trinket. This change brings it more in line and still provides a solid multiplicative bonus which rewards building into it.

= Ankh of Power =
– Reduced Total All Damage Bonus from 30% to 25%

DEV NOTE: The Ankh is an excellent well-rounded All Damage Amulet. The slight reduction to the Bonus was to bring it in line with many of our other adjustments.

= Birthright of the Lost =
– Increased Exposed Debuff from 10s to 15s
– Added 10% Bonus to All Damage

= Butcher’s Fetish =
– Reduced Duration from 15s to 5s

DEV NOTE: To keep the power of the item while maintaining more of a Melee focus, the time reduction pushes this out of the pure Ranged camp. It’s an incredible neck for Melee and for weaving, but with the original duration, it was outperforming almost every other trinket in the game. With the recent changes to other trinkets, this adjustment allows Melee enjoyers who weave in Ranged, Mod, and Skill Damage to still greatly benefit from the full strength provided.

= Cost of Betrayal =
– Increased Damage Bonus from 20% to 25%
– Increased Damage Taken Penalty from 20% to 25%
= Reduced Relic Recharge Delay from 30s to 15s

DEV NOTE: More Damage. More Pain. Halved the Recharge Delay… now you just need to survive to reap the benefits!

= Daredevil Charm =
– Removed Damage Taken Penalty
– Slightly Increased Movement Speed Buff per Missing Armor Piece

DEV NOTE: The penalty for not wearing armor is already huge. We removed it and rewarded additional Movement Speed to fuel your risky ways!

= Decayed Margin =
– Increased Melee Damage from 25% to 35%
– Increased Lifesteal from 1.5% to 3%

= Death’s Embrace =
– Reduced All Damage Bonus from 20% to 15%
– Added 10% All Damage Bonus when below 50% HP (25% Max)

DEV NOTE: A Total Damage Increase when below 50% HP.

= Death-Soaked Idol =
– Increased Damage Bonus from 5% to 6%
– Added Interaction with Slow

= Difference Engine =
– Increased Lifesteal Value from 1.5% to 3% of Base Damage dealt

= Downward Spiral =
– Increased Ranged Bonus from 3% to 4%
– Increased Melee Bonus from 4% to 5%

= Emergency Switch =
– Increased Relic Save Chance from 35% to 50%
– Reduced Cooldown from 60s to 30s

DEV NOTE: Using an Amulet that has no Damage Bonuses is usually a tough sell, so the Relic Save Chance was increased, and the Cooldown reduced. It could save your life!

= Energized Neck Coil =
– Overload can now properly activate the Explosion
– Fixed Explosion Damage Calculations to be more accurate
– Reduced Status Damage bonus from 25% to 20%
– Enabled Explosion Size to scale with Amplitude
– Reduced Base Explosion Range

DEV NOTE: We found Energized Neck Coil calculations to be way out of line. The calculations are more reliable now. However, the DPS increase is still very respectable.

= Full Moon Circlet =
– Increased Range Damage Bonus from 20% to 25%

= Gift of Euphoria =
– Reduced Stamina Threshold from 25 to 20
– Reduced Duration from 7s to 5s
– Adjusted so that Stacks fall off one at a time

DEV NOTE: All Quality-of-Life adjustments to make this trigger more often and remain active for longer.

= Gift of the Unbound =
– Removed Max Health Reduction
– Added 5% Movement Speed per Burden Lifted (Max 20%)

DEV NOTE: Gift of the Unbound has been Unbound.

= Gunfire Security Lanyard =
– Increased Rate of Automatic Ammo Fill

DEV NOTE: Previously, Lanyard had only a small number of specific applications. With an increase to the Ammo Fill Rate, you may find that there are more ways to avoid having to manually reload your Firearm. In most cases, it won’t give you the damage of the heaviest hitting Amulets, but always having bullets available feels great!

= Gunslinger’s Charm =
– Increased Reload Speed from 20% to 25%

DEV NOTE: More competitive for low-capacity magazine weapons that reload often.

= Hyperconductor =
– Reduced Skill Cooldown Penalty from +50% to +25%
– Removed Mod Generation Penalty

DEV NOTE: Another Amulet that had some specific applications but never quite caught on. The penalties have been greatly reduced. It’s time to shine! Try with Invoker!

= Indignant Fetish =
– Removed “Enemy Damage” Requirement (works on any damage taken)
– Reduced All Damage Bonus from 25% to 20%
– Reduced Duration from 20s to 15s
– Fixed a case where Buff remained on Unequip

DEV NOTE: Changing “Enemy” to “Entity” allows players to trigger the Amulet themselves. Incredibly easy to maintain, especially with Atonement Fold.

= Inert Overcharger =
– Increased Movement Grace Period from 1.5s to 2s
– Clarified the initial “Standing Still” Duration Requirement as 0.5s.

DEV NOTE: A strong Amulet that had a strict requirement. It has been loosened up enough to give you more breathing room.

= Jester’s Bell =
– Reduced All Damage Bonus from 20% to 15%

= Kinetic Shield Exchanger =
– Increased Mod Generation from 15% to 20%

= Laemir Censer =
– Reduced Mod Cost Penalty from 15% to 10%

= Leto’s Amulet =
– Increased Stamina Cost Reduction from 30% to 35%

= Necklace of Supremacy =
– Increased Full Health Damage Bonus from 25% to 30%
– Reduced Time to Proc from 7s to 5s

DEV NOTE: Git gud. Git rewarded. Consolidating many “don’t get hit” options to 5s.

= Nightweaver’s Grudge =
– Reduced Critical Chance from 20% to 15%
– Increased Range from 15m to 20m

DEV NOTE: Grudge shined above almost all other Amulets. The Critical Chance reduction allows it to stay strong, but it now has a lot of competition.

= One-Eyed Joker Idol =
– Reduced Stamina Cost Penalty from +30 to +15

= Onyx Pendulum =
– Changed Bonus from 25% Additive to 1.2x Multiplier
– Reduced Threshold Trigger from 150 Base Damage to 100

DEV NOTE: This is one of the only multiplier trinkets in the game. The potential damage is much higher than the original 25% additive bonus.

= Samoflange =
– Increased Damage Reduction Duration from 2s to 5s

DEV NOTE: Another Amulet that has a strong effect but is hard to justify when there are so many enticing Damage options. This change allows it to be exceptionally good at what it does. It may stand out in a few more builds.

= Shaedbloom Crystal =
– Increased Physical/Elemental Damage Bonus from 30% to 35%

= Stalker’s Brand =
– Increased Base Ranged Bonus from 10% to 12.5% (max 25%)

= Soul Anchor =
– Reworked to increase All Damage by 20% while at least 1 Summon is active

= Twisted Idol =
– Increased Encumbrance Reduction from -15 to -20

= Whispering Marble =
– Reduced All Damage Bonus per Bulwark Stack from 3% to 2%

DEV NOTE: An incredible Amulet that grants both Damage and Defense. The Damage has been reduced but the Defense Bonus remains untouched.

[ Trinkets – Rings ]

= Acid Stone =
– Increased Acid Damage Bonus from 10% to 12%

= Ahanae Crystal =
– Changed to Additive Damage Bonus
– Reduced Damage per Stack from 5% to 4%
– Added Interaction with Slow

= Akari War Band =
– Reduced Critical Chance from 15% to 10%
– Reduced Critical Damage Bonus from 15% to 10%

= A’Taerri Booster =
– Applies benefits to both Heavy Carry and Turret Mode

= Atonement Fold =
– Reduced Critical Bonus from 10% to 5%

DEV NOTE: Even without the Critical Damage Bonus, Atonement Fold turned out to be one of the most interesting Rings we’ve ever created due to how many things it activated with the auto-Bleed. We reduced the Critical Chance slightly so that the core focus remains self-activation… but overall, it’s still a super-versatile Ring.

= Band of Accord =
– Increased Ammo Bonus from 25% to 50% per ally

DEV NOTE: Teamwork makes the dream work.

= Bitter Memento =
– Added 33.5% Health to Grey Health Conversion on Skill Use

DEV NOTE: Part of our drive to make more Grey Health build options available. Many things combo with Grey Health, and even more to come.

= Blackout Ring =
– Changed to increase Reload Speed by 3% per 20% missing Magazine (max 15%)

DEV NOTE: This is just a Quality-of-Life simplification. Easier to understand, and more versatile to offset the slight Reload Speed reduction.

= Blasting Cap Ring =
– Increased Explosive Damage Bonus from 10% to 15%

= Braided Thorns =
– Changed to grant 10% Critical Chance
– Removed “On Kill” behavior

DEV NOTE: Started from the bottom, now we’re here.

= Bridge Warden’s Crest =
– Increased Melee Damage Bonus from 15% to 20%
– Increased Duration from 7s to 10s

= Burden of the Audacious =
– Increased Healing on Perfect Dodge from 20% to 25% of Max Health

= Burden of the Destroyer =
– Increased Range Penalty from –25% to –35%

DEV NOTE: In many of the cases where Destroyer was used, the Range Burden didn’t come into play. We increased the Burden to make it a bit more of a… Burden… and are still keeping a close eye on how things unfold.

= Burden of the Divine =
– Increased Damage Penalty from 10% to 15%
– Reduced Shared Healing from 50% to 30%

DEV NOTE: The Burden was not a large enough deterrent for the sheer power of the Shared Healing amount. Reduced it to make it a bit more of a commitment.

= Burden of the Follower =
– Reduced Mod Generation from 50% to 25%

DEV NOTE: Like Burden of the Divine, the sheer power of the Bonus was dwarfing the Burden aspect. Instead of making the Burden more painful, we dialed in the Mod Gen.

= Burden of the Gambler =
– Reduced Critical Damage Bonus from 20% to 15%

= Burden of the Mariner =
– Reduced Skill Cooldown Penalty from 25% to 15%
– Increased Mod Generation from 10% to 15% per Skill on Cooldown

= Burden of the Sciolist =
– Reduced Ammo Reserves Penalty from 25% to 20%

= Cataloger’s Jewel =
– Increased Mod per Sec from 8 to 10

= Celerity Stone =
– Increased Consumable Use Speed from 20% to 25%
– Fixed a bug causing double speed for Relics only

= Compulsion Loop =
– Increased Duration from 7s to 10s

= Conservation Seal =
– Increased Max Save Chance from 25% to 50% (at 50% HP)

= Crimson Dreamstone =
– Increased Damage Bonus from 1% to 2%
– Reduced Stacks from 15 to 10
– Reduced Duration from 10s to 5s
– Stacks fall off one at a time

DEV NOTE: Buffs all around. Very useful for Crit and Skill builds.

= Deep Pocket Ring =
– Increased Reserves from 25% to 35%

= Devoured Loop =
– Changed to grant 1 Charge per Proc (per Skill)

DEV NOTE: Like in the original Remnant, Devoured (Devouring) Loop was providing far too much power with a flip of a coin. We reigned it in.

= Digested Hog Lure =
– Increased Duration from 5s to 7s

= Dran Scavenger Ring =
– Increased Healing Amount from 15% to 50% Max HP over 30s

= Dried Clay Ring =
– Reduced All Damage Gain from Bulwark DR from 60% to 50%

= Elevated Ring =
– Increased Encumbrance Reduction from -5 to -10
– Increased Dodge Threshold from +5 to +10

= Embrace of Sha’Hala =
= Increased Damage Reduction from 5% to 7.5% per Negative Status or Blight
– Added Interaction with Slow
– Reduce Max Stacks from 5 to 2

= Endaira’s Endless Loop =
– Reduced Time Trigger from 2s to 1s
– Increased Health Regen from 1.5 to 2

= Fae Hunter Ring =
– Increased Range Bonus from 30% to 35%

= Faelin’s Sigil =
– Increased Mod Generation from 10% to 15%

= Faerin’s Sigil =
– Increased Mod Generation from 10% to 12.5%

= Fire Stone =
– Increased Fire Damage Bonus from 10% to 12%

= Focusing Shard =
– Increased Spread Reduction from 30% to 70%
– Increased Duration from 3s to 4s

DEV NOTE: Smaller value changes didn’t have much of an effect on Focusing Shard so we went in the other direction. Extreme!

= Frivolous Band =
– Reduced Duration from 10s to 7s

= Galvanized Resupply Band =
– Increased Ammo Pickups from 50% to 100%

DEV NOTE: Hope you have big pockets.

= Grounding Stone =
– Increased Shock Damage Bonus from 10% to 12%

= Jewel of the Beholden =
– Increased Duration from 10s to 15s

= Lighthouse Keeper’s Ring =
– Increased Mod per Sec from 3 to 4 per Stack
– Increased Range from 10m to 15m

= Metal Driver =
– Increased Duration from 7s to 15s
– Increased Bonus Reload Speed Bonus from 5% to 10%

= Momentum Driver =
– Reduced Sprint Duration Requirement from 2s to 1.5s

= Outcast Ring =
– Reduced Duration from 15s to 10s

= Painless Obsidian =
– Added 1 Stack of Bulwark while Grey Health is present (in addition to Haste)

DEV NOTE: Another change towards our Grey Health initiative. Bulwark and Haste for any Grey Health is not a bad deal.

= Point Focus Ring =
– Increased Spread and Recoil Reduction Bonus from 25% to 30%

= Power Saver =
– Increased Save Chance from 25% to 35%

= Probability Cord =
– Reduced Critical Damage Bonus from 30% to 20%

DEV NOTE: Way. Too. Strong. But seriously… the value of this ring was dominating every other option. It’s fairer now and opens the door to other choices as well.

= Provisioner’s Ring =
– Increased the rate at which stowed weapons auto reload

= Reaping Stone =
– Increased Lifesteal Amount from 3% to 5%

= Reserve Boosting Gem =
– Increased Base Regen from 0.333 to 0.5
– Increased Max Regen from 2 to 2.5 (below 50%)

= Ring of the Damned =
– Changed to grant 0.4% All Damage for each 1% Grey Health
– Added 5% Critical Chance when the wearer has 50% or more Grey Health

DEV NOTE: A nice bump for another Grey Health option. The Damage bonus can go much higher than before, depending on how much Grey Health you can get. The Crit bonus is an extra little something for your effort.

= Ring of Deflection =
– Increased Deflect Chance from 35% to 50%

= Ring of Restocking =
– Increased Duration from 1.5s to 5s

= Ring of Retribution =
– Damage & Reload Mod from 10% to 15%

= Ring of the Vain =
– Reduced iFrame Reduction from 50% to 35%

DEV NOTE: We like the concept of “don’t Evade” builds, but the penalty on Ring of the Vain was quite punishing. It still hurts, but it’s not nearly as bad.

= Sapphire Dreamstone =
– Increased Skill Cooldown Refund from 3% to 4%

= Shaed Stone =
– Increased Skill Damage Bonus from 12% to 15%

= Shiny Hog Lure =
– Increased Range from from 25-30 to 25-50 Mod Power Gained
– Disabled Effect from working with Cube Gun Automatic Bullet Return

= Singed Ring =
– Changed to Additive Damage Bonus
– Increased Bonus from 10% to 12%

DEV NOTE: Previously multiplicative, Singed was changed to Additive to bring it closer to other Damage Ring options.

= Soul Shard =
– Increased Damage Bonus from 4% to 5% per Summon
– Increased Max Damage Bonus from 12% to 15%

= Stockpile Charger =
– Increased Damage Bonus from 13% to 15%

= Stone of Continuance =
– Reduced Skill Duration from 25% to 15%

= Stone of Expanse =
– Reduced All “Other” Damage Penalty from 6% to 5%

= Stream Coupler =
– Increased Healing Amount from 10% to 25% of Max Health
– Increased Duration from 5s to 10s

= Tempest Conduit =
– Reduced Duration from 20s to 15s
– Increased Damage Bonus from 10% to 15%

= Tomb Dweller’s Ring =
– Increased duration from 10s to 15s
– Increased Fall Damage Reduction from 25% to 50%

= Vestige of Power =
– Reduced Time to Proc from 7s to 5s

DEV NOTE: Part of the consolidation of “don’t get hit” durations. A similar change that Necklace of Supremacy received.

= Worn Admiral Ring =
– Increased All Damage Bonus from 10% to 15%

= Zania’s Malice =
– Increased Stacks from 3 to 4
– Reduced Bonus per stack from 10% to 5%
– Reduced Duration from 7s to 5s

DEV NOTE: Ek is jammer, Zania!

= Zohee’s Ring =
– Increased Mod Duration from 15% to 20%

[ Relics ]

= General =
Relics have turned out to be a fan-favorite addition to the Remnant franchise. Our goal is to make them all appealing, even if some are very niche. However, much of that can be done through adjusting other items that interact with Relics. In this patch, we’ve made some adjustments to make certain Relics more thematic, and we have our sights on even more Relic adjustments for the future.

= Broken Heart =
– Increased Speed at which 50% Health is granted On Use
– Added Innate –2 Health Regen above 50% Health
– Disabled interaction with other Healing Items (i.e. “Broken Heart”)

DEV NOTE: To complete the “Broken” theme, we disabled interaction with Healing Bonuses. We also enabled a constant degeneration so that if you are above 50% health, you will slowly return to 50%. A very interesting Relic that can be used for a quick heal while still working well with 50% Health builds.

= Lifeless Heart =
– Removed all Healing
– Added 50% Use Speed Bonus

DEV NOTE: Another thematic change. Lifeless Heart no longer grants any innate healing but is much faster. A good choice for Relic Perk and “On Relic Use” builds.

= Paper Heart =
– Heals 100% of Max Health over 0.1s.
– Grants 10 Stacks of “Paper Heart” for 10s
– Dealing 75 Base Damage of any Damage Type Removes 1 Stack of “Paper Health”
– After 15s, remaining Stacks are converted to Grey Health (10% per Stack)

DEV NOTE: Like anything related to Leywise, Paper Heart is “fake”. To better represent the phony nature of the heart, we cleaned up how the Stacking behavior works. Dealing Base Damage will remove Stacks, and if any of them remain after the timer ends, they are converted into Grey Health… which… may not be a bad thing!

= Salvaged Heart =
– Reduced Use Speed Bonus from 50% to 25%

DEV NOTE: Salvaged was doing quite a bit so we reduced the Use Speed Bonus and gave it to Lifeless Heart to spark more variety. Salvaged is still doing a lot.

= Tormented Heart =
– Fixed a bug causing irregular Damage Scaling
– Increased Use Speed from 20% to 25%
– Reduced Lifesteal Amount from 25% to 20%
– Properly Scales with Lifesteal & Lifesteal Efficacy Bonuses

DEV NOTE: Mostly fixing weird behavior, but also making sure that Tormented Heart benefits from other Lifesteal Bonuses.

[ Relic Fragments ]

= General =
Though we have a more comprehensive Relic Fragment update coming soon, some small adjustments were made for this patch to set a more balanced foundation. This also coincides with our large overhaul of many/most trinkets in the game.

= Armor Effectiveness =
– Reduced Max from 15% to 10%

= Melee Critical Damage =
– Reduced Max from 20% to 15%

= Ranged Critical Chance =
– Reduced Max from 10% to 7.5%

= Ranged Critical Damage =
– Reduced Max from 20% to 15%

= Skill Duration =
– Reduced Max from 15% to 10%

= Weapon Spread =
– Reduced Max from 20% to 15%

[ Concoctions ]

= General =
Like the Relic Fragment changes, the Concoction adjustments were made to provide more interesting choices when weighing available options. Defensive options, such as Meat Shake and Mudtooth’s Tonic, still give excellent survivability for the investment.

= Meat Shake =
– Reduced Damage Reduction Bonus from 8% to 6.5%

= Mudtooth’s Tonic =
– Reduced Flat Health from 25 to 20

= Mudtooth’s Stew =
– Reduced Flat Stamina from 25 to 20

= Root Water =
– Increased Health Regen from 0.75 to 1.0 Health per Second

= Sacred Lakewater =
– Reduced Grey Health Conversion from 50% to 30%
– Increased Grey Health Regeneration from 1 to 2

= Sanguine Vapor =
– Removed Incoming Damage Penalty
– Reduced Lifesteal from 3.5% to 2% Base Damage Dealt (all sources)

= Tranquility Font =
– Reduced All Bonus from 25% to 20%

[ Consumables ]

= General =
Only a small set of changes regarding consumables. The goal is always to provide more choices, and sometimes, certain options outshine everything. A few minor adjustments to bring Brightstone and Pipe Bomb power down, and another Grey Health option buff by way of Mystery Jerky that may give you a few ideas.

= Cost Adjustments =
– Reduced Cost of Ammo Box from 250 to 200
– Reduced Cost of Injectors from 200 to 150

= Brightstone =
– Reduced Base Explosion Damage from 75 to 50

= Mystery Jerky =
– Reduced Duration from 30s to 15s
– Increased Conversion Rate from 1.0 to 6.66 (Spooky!)

= Pipe Bomb =
– Reduced Bleed Damage from 450 Base to 250 Base

[ Misc Fixes ]

– Fixed an issue where Wallace was unable to purchase items from players
– Fixed an issue where players could get stuck inside a Root Nexus
– Fixed an issue where beam weapons would sometimes not play impact sounds
– Fixed an issue where handgun would sometimes look like it’s floating while running
– Fixed an issue where Spectator could become misaligned in Root Madness hallway
– Fixed numerous collision issues in various locations throughout the game
– Fixed an issue where Meridian’s Mortar projectile was using incorrect material
– Fixed an issue where Tormented Heart Visual Effects were not showing up for clients
– Fixed an issue where soft targeting sometimes would not center to player viewpoint
– Fixed an issue where the reviving player would thank the revive
– Fixed an issue where spectating in cinematics or NPC interactions could cause issues
– Fixed an issue where Primogenitor corpses would persist throughout all worlds
– Fixed an issue with “You Shall Pass” Achievement not being awarded to some players

DEV NOTE: Re-Interacting with the Bridge warden while in possession of the Bridge Warden’s Crest should now properly award the Achievement.

This is one insanely long patch, and we’re hoping this title update doesn’t break anything that will require yet another title update to fix.

Source: Remnant 

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Dead by Daylight Update 3.12 for Patch 7.7.0 Brings Game Engine Update and More

Behaviour Interactive has released Dead by Daylight update 3.12, which is for patch version 7.7.0! PS5 owners will see this as patch version 7.700, and this is a larger download than usual, though it also reduces the PS5 and Xbox Series X|S file sizes by around 20GB!

Dead by Daylight Update 3.12 Patch Notes:

PS5 Version 7.700 | Game Version 7.7.0

Features

Game Engine Update

  • Game engine was updated to Unreal Engine 5. This update will have no effect on gameplay or in-game graphics and serves as a foundation for possible future improvements.
  • Due to the engine update, overall game file size has been reduced by ~18Gb on Xbox Series S|X and PlayStation 5.

New Store

  • New Store available, replacing the previous one:
  • Featured Page: Latest releases and Chapters, and the addition of the Weekly Gift feature.
  • Weekly Gift: Allows players to claim free rewards during multiple weeks, if activated. Rewards are renewed per week, meaning that unclaimed ones are discarded when the week is reset.
  • Specials Page: A dedicated page to show all special offers currently available in the game.
  • Collections Page: Houses all Collections that exist in the game, and shows their content. Players can also unlock Cosmetics directly from there!
  • Bundles Page: Showcases special bundles available for unlocking, Chapter bundles (previously known as DLC Chapters), and the new DLC Packs. Bundles can be opened to review their content before unlocking them, although not yet in the case of DLC Packs.
  • Killer and Survivor dedicated Wardrobes: New separated independent pages for Killers and Survivors that allow for quick Mix and Matching of Characters and their Cosmetics.
  • Mix and Matching specifics:
  • Players can now select Characters and Cosmetics without having to equip them immediately.
  • Clicking on an option allows players to preview the Character or Cosmetic.
  • Selecting the Character or equipping the Cosmetic confirms their choice.
  • Being able to preview allows players to preview pieces from different locked and unlocked Cosmetics, mix and matching options to be able to “try them out” before unlocking them.
  • Players can now filter their Cosmetics with different options, and are able to show all options that are currently unavailable!
  • Previewing Perks, Powers and Moris:
  • Players now can open a little section that displays the Power and Perks of any Character that is currently selected, allowing for a smoother way to review and compare their Characters’ gameplay.
  • Players can now preview every Killer’s Mori, including with the Mix and Match Outfits! This way players can check out how their Cosmetic choices are going to look during the Mori!
  • Visceral Outfits are going to show their own version of their Character’s Mori.
  • Bio pages for Characters:
  • These were made a part of the Characters’ Wardrobes.
  • They showcase the Characters’ lore, height, speed and Terror Radius size. Power and Perks were moved to the Power and Perks window.
  • Common:
  • Unlocking is now done with a press and hold mechanic to allow for a confirmation process free of pop ups.
  • The section for getting more Auric Cells can now be accessed through the Store, and it can also be accessed by clicking the Auric Cells counter on the top right corner of the screen.
  • Kill switched options are going to be available for unlocking, yet we are making sure to communicate it with a pop up for players to confirm they still want to proceed.
  • Search bars have been included in most sections to allow finding Characters, Collections, and Cosmetics easier.
  • Added a celebration pop up to better communicate that players have unlocked content or earned a reward at the Store.
  • Shrine of Secrets:
  • The Shrine was taken out of the Store and placed in the Characters’ lobbies, to be closer to the loadout and Bloodweb.
  • The layout was updated to be easier to read and use, providing key information without the need to hover on any Perk option.

Match’s Details Menu

  • The Match Details Menu now allow players to review Perks.
  • During a match, when opening the Match Details window (Escape on computers), players can see their equipped Perks.
  • Hovering on Perks and Offerings allow players to see the tooltips and read their description.
PatchNotesDivider.png

Content

The Archives

  • Tome 19 “SPLENDOR” – Level 1 opens April 23rd at 11:00:00 AM Eastern Time.

Killer Update – The Twins

  • The Visual Terror Radius accessibility setting will now include Victor’s grunts. (NEW)
  • Victor will now glow red whenever he is vulnerable to being crushed and white when he is not. (NEW)
  • Charlotte can now recall Victor at any point while he is unbound. (NEW)
  • A new icon has been added to indicate the moment when Victor can be recalled. (NEW)
  • Decreased the time it takes to switch back to Charlotte to 1.5 seconds. (was 3 seconds)
  • Decreased the time it takes to unbind Victor to 0.75 seconds. (was 1 second)
  • Decreased the time it takes to charge Victor’s Pounce to 0.85 seconds. (was 1 second)
  • Increased the cooldown for Victor to come back after being crushed to 10 seconds. (was 6 seconds)

Add-Ons:

  • Tiny Fingernail:
    Decreases Victor’s Unbind time by 33%. (was 50%)
  • Toy Sword:
    Decreases Pounce charge time by 10%. (was 20%)

UX improvements

  • Power Widget:
  • Victor’s cooldown is now displayed.
  • Cooldown is now displayed at a decreased opacity.
  • Charlotte’s Power icon updates to surface when recalling Victor is available.
  • Charlottes Power icon updates to surface the correct input when recalling Victor is available.

Killer Update – The Blight

  • Improved collision detection to reduce cases where The Blight slides off objects.

Add-Ons:

  • Shredded Notes:
    Decreases time to recharge a Rush token by 0.33 seconds. (Removed downside)
  • Summoning Stone:
    Increases the initial Rush duration by 0.5 second. (Rework)
  • Soul Chemical:
    Increases the initial Rush speed by 5%. (Rework)

UX improvements

  • Power Widget:
  • Cooldown is now displayed at a decreased opacity
  • Cooldown now uses the consistent white colour
  • Cooldown is now displayed per charge
  • Rush duration is now surfaced
  • Time to perform a new Rush is now surfaced

Perk Updates

Ultimate Weapon

  • Now activates for 15 seconds (was 30 seconds).
  • Now reveals Survivor auras for 3 seconds instead of causing them to scream and show their position.
  • Increased cooldown to 80/70/60 seconds (was 40/35/30 seconds).

Decisive Strike

  • Increased the Stun duration to 5 seconds (was 3 seconds).

Adrenaline

  • Burst of speed now lasts 3 seconds (was 5 seconds).
  • Adrenaline no longer activates if you are hooked or carried when the Gates are powered.
  • Adrenaline no longer causes you to wake up when facing The Nightmare.

Environment/Maps

Haddonfield – Lampkin Lane

The map has been difficult for the players to enjoy. We made the decision to update it, prioritizing gameplay quality. The length of the street was reduced, line of sight blockers have been added in the street, removed any closed houses, reduced the amount of tiles in the map, added gameplay and blockers on the border tiles. added openings in the main house to improve the navigation and the gameplay. and the park tiles have also been revisited.PatchNotesDividerSmolWhite.pngGameplay Mechanics

  • The Generator Damage interaction has been reviewed so that the Generator is actually damaged closer to the point where the hit lands to prevent letting go of the input early.

Emblems

  • It is no longer possible to lose a pip after a match.
PatchNotesDivider.png

Bug Fixes

Audio

  • Fixed an issue that caused the Survivors to hear the Territorial Imperative Perk audio cue.
  • Fixed an issue that caused dead Survivors to be moaning after a Mori.
  • Fixed an issue that caused Pod breaking SFX being heard by the Killer at any distance.

Archives

  • Fixed an issue that prevented aura-reading related Challenges to not track progress properly, for example Caleb’s Watchful Eye Master Challenge.
  • Fixed an issue that prevented The Dredge gaining progress on Challenges that required downing Survivors if the Survivor was grabbed during a locker teleportation interaction.
  • Fixed an issue that prevented The Hillbilly from gaining progress for the Blood Runner Master Challenge.
  • Fixed an issue where the Amateur Ornithologist Challenge would not award the correct amount of progress when startling a murder of crows in affected Realms.
  • Fixed an issue that caused the Botanist Extraordinaire and Here For You Challenges not to gain progress when healing from the Dying State.

Characters

  • Fixed an issue that caused The Trickster’s vault animation through a window to jitter.
  • Fixed an issue that caused the male Survivor’s flashlight aim to be lower than before.
  • Fixed an issue that caused Survivors to have to aim higher than Victor’s head to blind it.
  • Fixed an issue that caused the Exit Gate Entity spikes to disappear if Victor leaps on a Survivor near the Exit Gate while Charlotte is also near.
  • Fixed an issue that caused the Killer Instinct aura to show during The Twins Mori if Victor is nearby.
  • Fixed an issue that caused Victor and The Nemesis’ Zombies to not be destroyed by the Head On Perk.
  • Fixed an issue that caused the Punishment score event to be granted when hitting a hooked Survivor with the Punishment of the Damned attack.
  • Fixed an issue that caused Bear Traps to float when placed under Survivors.
  • Fixed an issue that caused Killers to play the normal vault animation and start falling too early when vaulting into a drop.
  • Fixed an issue that caused Killers to fail to be Blinded by Firecrackers and Flashbangs when a downed Survivor is in front of the Killer.

Environment/Maps

  • Fixed an issue with the Crashed Bus where the Characters could not vault.
  • Fixed an issue with the Shack on Greenville Square where the Killer could hit through a visual blocker.
  • Fixed an issue in Lampkin Lane where the Zombies of The Nemesis could not navigate part of the map.
  • Fixed an issue that caused Bear Traps to clip inside a rock on the hill in Coldwind Farm maps.

Bots

  • The Knight’s Guards will no longer get stuck on stairs.
  • Bots can now activate the Plot Twist Perk
  • Fixed an issue where bots were unable to interact with some Hex Totems in Léry’s Memorial Institute and Midwich Elementary School

Perks

  • Fixed an issue that caused the Scourge Hook: Gift of Pain Perk to fail to apply more than once.

UI

  • Fixed an issue where Killers could see a random Grade displayed in their scoreboard in the tally screen.
  • Fixed an issue where the scale of the reward tooltip was not applied properly according to the option.
  • Fixed an issue where the search result of friends cannot be scrolled with a Controller.

Misc

  • Fixed an issue where players would not disconnect from their party when closing the game.
  • Fixed an issue where players could not block other players.
  • Fixed an issue that could cause Survivors to be unable to unhook after cancelling an unhook interaction.
  • Fixed an issue that could cause Survivors to become unhookable if they had previously unhooked themselves just before reaching the struggle stage.
PatchNotesDivider.png

Known Issues

  • The “i” button that opens up the selected Character’s lore is removed. This information will be again available in a future update:
  • Lore is still accessible through the Store, using the “Bio” subtab on Characters’ wardrobes
  • Charles Lee Ray is sometimes invisible to some players POV.
  • Victor can sometimes not be crushed by pallets.
  • Due to the internal engine changes, update download size is bigger than usual, since the game needs to be re-downloaded.
PatchNotesDivider.png

Public Test Build (PTB) Adjustments

General Updates

  • Reverted the unhook interaction to being cancellable.

Killer Updates – The Twins

  • Reverted most of the changes that were on the PTB, except the quality of life changes listed above.

Add-Ons:

  • Rusted Needle:
    Crushing Victor when attached inflicts Hemorrhage until healed. (Reverted)
  • Sewer Sludge:
    Increases time to crush Victor when attached by 2 seconds. (Reverted)
  • Silencing Cloth:
    Charlotte gains Undetectable for 20 seconds after waking from her dormant state. (Reverted)
  • Weighty Rattle:
    Crushing Victor when attached inflicts Broken for 20 seconds. (Reverted)
  • Iridescent Pendant:
    Crushing Victor while he is dormant inflicts Exposed for 45 seconds. (Reverted)

Killer Updates – The Blight

Add-Ons:

  • Summoning Stone:
    Increases the initial Rush duration by 0.5 second. (was 1 second)
  • Soul Chemical:
    Increases the initial Rush speed by 5%. (was 10%)

Perk Updates

Decisive Strike

  • Removed the new stabbing animation.

Bug Fixes

  • Fixed an issue that caused Killers to bypass the Decisive Strike stun by immediately dropping Survivors.
  • Fixed an issue that caused the pallet break effects to play several times when pulling down a Dream Pallet.
  • Fixed an issue that caused Charles Lee Ray to be invisible during multiple interactions.
  • Fixed an issue that caused The Twin’s Silencing Cloth Add-On not to grant undetectable when Victor is crushed stunned by any means.
  • Fixed an issue that caused a discrepancy between male and female Survivor running vault distances.
  • Fixed an issue that caused Survivors animation to stop playing during the Naughty Bear’s Mori.
  • Fixed an issue that caused The Blight’s legs to face the wrong direction when moving during the inject animation.
  • Fixed an issue that could cause a crash when quitting the game.
  • ⁠Missing a healing skill check then cancelling the heal no longer causes the healing animation to loop indefinitely.
  • The Dead Hard perk no longer causes Survivors to A-Pose during the special animation run when activated.
  • The Dramaturgy Perk no longer causes Survivors to A-Pose during the high-knee run when activated.

Now this is one spicy update! For more on our Dead by Daylight coverage, head on over here.

Source: Behaviour Forums

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Alex Co

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Conan Exiles Update 2.04 Slices Out for Age of War Chapter 4 Hotfix 2 Today

Funcom has pushed out Conan Exiles update 2.04, which the studio calls Age of War Chapter 4 Hotfix 2! This brings a slew of bug fixes, inventory management changes and more! Read on for the complete patch notes below.

Conan Exiles Update 2 Patch Notes for Age of War Chapter 4 Hotfix 2:

Forward notice: We are currently still investigating Siptah crashes and a full solution is not included in this update. This remains at the top of our priorities for the next update.

Bugs and Tweaks

  • Adjusted right stick input required to change locked targets with a controller to reduce unintentional target changes
  • NPC-owned destructible bases now respawn more consistently
  • Fixed locations that cause instant death in locations such as the Sinkhole and the Sacred Hunt Dungeon on Siptah.
  • Characters once again continue sprinting while Sprint toggle is on.
  • Fixed an issue that caused characters to log in at the wrong location following a server restart
  • Thralls and Followers placed from before the Sacred Hunt began have had a change of heart and no longer attack friendly Werehyena followers

Inventory Management Changes

  • Custom Split window now works within your inventory while Sorting is enabled
  • Only one inventory item will get highlighted after switching tabs with Item Filtering on
  • Character inventory no longer becomes unresponsive when merging stacks with Sorting and Filtering applied
  • Merging multiple stacks of the same item still works after doing it more than once
  • Updated storage navigation on Gamepad:
    • Left analogue stick or d-pad is used move between all storage spaces.
    • Optionally, Right analogue stick may also be used to move instantly between storage types.

The previous Age of War Chapter 4 hotfix was released a few weeks ago, which you can read about here.

Source: Funcom Forums

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Alex Co

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Marvel’s Spider-Man 2 Update 1.002.004 Webs Out

Following the release of a Marvel’s Spider-Man 2 patch last week that fixed The Amazing Spider-Man 2 suit alongside other fixes, Insomniac Games has rolled out Marvel’s Spider-Man 2 update 1.002.004 today, and this is a small download, that should once again bring fixes to the superhero title.

Marvel’s Spider-Man 2 Update 1.002.004 Patch Notes:

Size: 480MB

Update: It seems this patch’s only fix is to resolve the classic suit issue per Insomniac:

While Insomniac Games hasn’t released any patch notes just yet, we’re assuming that’ll change soon. One of the bugs that surfaced from last week’s patch was the removal of classic suit variants, which Insomniac Games acknowledged.

There are other bugs in the game that have yet to be resolved, and we’re hoping this patch plugs some of those holes. For those who found a confirmed fix or two, leave a comment below and let us know.

Stay tuned to an update to this article within the day.

Related Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Chivalry 2 Update 1.37 Brings Hotfix 2.10.2, and Here Are the Patch Notes

Chivalry 2 update 1.37 (PS5 update version 1.037) is now live across all platforms, and this is for minor hotfix 2.10.2! Players can expect new anti-cheat protection updates, with details available below as well as how to report cheaters.

Chivalry 2 Update 1.37 for Hotfix 2.10.2 Patch Notes:

PS5 Update Version 1.037

General

  • Updated anti-cheat security on all platforms.

As our 2.10.1 Hotfix notes mentioned, our team has been working hard on this next stage of anti-cheat protection for Chivalry 2. This security update will help stop users who have been bypassing our anti-cheat protections and add further tools our moderation team can use to address cheaters and their multiple accounts.

We believe this security update will help curb the use of cheats within Chivalry 2, although we know there may still be outliers that bypass even the new protection. Not to worry; our staff and moderation team will be on hand working hard to address any future tickets and reports regarding cheaters.

If you believe you have encountered a user in-game who may be cheating, here are some steps to report them.

How to report a suspected cheater:

  • In-Game Reporting:
    • Open the in-game scoreboard.
      • Xbox Button: Menu Button > Scoreboard
      • PS Button: Start Button > Scoreboard
      • PC Key: TAB
    • Navigate the scoreboard till you find the offending user.
    • Select the user and use the “Report” option.
  • ChivMail Reporting:
    • To Access the ChivMail bot you’ll need to join our Official Discord.
      • ChivMail can be found on the top right of the User List once you’ve entered the Discord.
    • Use either a screen capping software or an HD mobile device to capture video of the suspected user.
    • Attach this video in a message to the ChivMail Bot on Discord in addition to the suspected user’s in-game username.
      • Videos should be around 30 seconds long and clearly show the suspected user using in-game cheats if possible.
        • (If the video is too large for Discord, it can be uploaded unlisted onto a streaming platform like Youtube)
    • This will start a ticket on the topic that our moderators can respond to if additional information is needed.
      • Additional Step for EGS / Steam Users – Acquire the user’s PlayerID:
        • Open the console by pressing ( ~ ) or ( NUMPAD – ) (If your console does not open, you may have to “Enable developer console” in GAME SETTINGS)
          • Rebindable in the setting if necessary
        • Type the command “listplayers” and hit ENTER (This copies the player list to your clipboard)
        • Open any Word processing application ( Notepad, Microsoft Word, etc ) and press CTRL + V to paste the player list.
        • Find the offending player’s name and ID # and include them in your ChivMail report. (For example – Username – 12AB34CD56EF78GH).

That seems to be it, and it doesn’t seem like there are any front-facing changes made with today’s Chivalry 2 patch.

Source: Chivalry 2

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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DayZ Experimental Update 1.25 Now Live, Here Are the Patch Notes

Bohemia Interactive has deployed DayZ Experimental Update 1.25 on Xbox and Steam, and this gives players a preview of what changes are incoming soon! The important additions here include the new VS-89 rifle and magazine, and support for game crash reporter.

You can check out the complete patch notes below, but remember: this is for the Experimental build, and as such, there might be differences to the changelog to the live build once it’s released to everyone.

DayZ Experimental Update 1.25 Patch Notes:

Xbox Experimental 1.25 Update 1 – Version 1.25.157877 (Release on 23.04.2024)

NOTES

GAME

ADDED

  • VS-89 rifle and magazine
  • Support for game crash reporter

FIXED

  • It was possible to aim with a weapon with an opened gesture wheel
  • With the “disableContainerDamage” server setting enabled, it was not possible to repair sea chests and wooden crates (https://feedback.bistudio.com/T177819)
  • Deploying any trap while there was a player within 150m to 1100m away would prevent certain behaviours from working on the client (https://feedback.bistudio.com/T179347https://feedback.bistudio.com/T179743)
  • Removed impact of bad internet connectivity on the weapon lift check
  • Fixed multiple exploits to look through walls (https://feedback.bistudio.com/T179674 – private)
  • Server time was not properly translated in the server browser
  • Players muted outside of the game were still audible in some cases (PlayStation)

CHANGED

  • Items located inside of nested containers are no longer accessible through the quick bar or the reload key
  • Reworked the sound sets for all shotguns shots
  • Reworked the sound set for the crossbow shots
  • Reworked the sound set for the M79 grenade launcher shots
  • Adjusted the attenuation of character action sounds
  • Reworked character reconciliation between client and server
  • Updated the game credits
  • Reduced the width of the weapon collection triggers to allow more natural behavior of the weapon lifting
  • Removed promotional Livonia DLC highlighting
  • Detailed further several connection errors for better understanding

SERVER

  • Added: Server config parameter ‘networkObjectBatchUseEstimatedBandwidth’ to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
  • Added: Server config parameter ‘networkObjectBatchUseDynamicMaximumBandwidth’ to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
  • Added: Server config parameter ‘networkObjectBatchBandwidthLimit’, if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
  • Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 – private)
  • Fixed: CfgGameplay: Values set for ‘rotationSpeedJog’ or ‘rotationSpeedSprint’ would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103https://feedback.bistudio.com/T175489https://feedback.bistudio.com/T178397)
  • Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not fucntioning properly (https://feedback.bistudio.com/T179268)
  • Changed: Server config parameter ‘networkObjectBatchSend’ split into ‘networkObjectBatchSendCreate’ and ‘networkObjectBatchSendDelete’
  • Changed: Improved replication statistics in server debug window on diag builds
  • Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead

MODDING

  • Added: ‘Math3D.IntersectRayPlane’
  • Added: ‘Math3D.MatrixInverse3’/’Math3D.MatrixInverse4’
  • Added: ‘Pawn’ class with full feature set of functions
  • Added: ‘PawnMove’ and ‘PawnState’ class
  • Added: ‘PlayerIdentity.Possess(Pawn)’ to possess a Pawn
  • Added: Security: Config parameter ‘hasHistory’ per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
  • Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
  • Changed: Moved calls to ‘OnVehicleSeatDriverEnter’ and ‘OnVehicleSeatDriverLeft’ from script to native, ‘OnVehicleSeatDriverLeft’ is now called when getting out starts instead of when the command ends
  • Changed: ‘Human.LinkToLocalSpaceOf’ will now internally call ‘UnlinkFromLocalSpace’ if ‘Human’ is already parented and prevent linking if already parented to the same entity
  • Changed: ‘DayZPlayerTypeRegisterItems’ now gets called when (re)joining servers

KNOWN ISSUES

  • Xbox consoles might experience performance degradation over time, noticeable in a decreasing frame rate – a fix is in the works and will be deployed as soon as possible
  • In rare occasions, the character might be desynced after respawning  – a fix is in the works

PC Experimental 1.25 Update 1 – Version 1.25.156961 (Release on 23.04.2024)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GAME

ADDED

  • VS-89 rifle and magazine
  • Support for game crash reporter

FIXED

CHANGED

  • Items located inside of nested containers are no longer accessible through the quick bar or the reload key
  • Reworked the sound sets for all shotguns shots
  • Reworked the sound set for the crossbow shots
  • Reworked the sound set for the M79 grenade launcher shots
  • Adjusted the attenuation of character action sounds
  • Reworked character reconciliation between client and server
  • Updated the game credits
  • Reduced the width of the weapon collection triggers to allow more natural behaviour of the weapon lifting
  • Removed promotional Livonia DLC highlighting

SERVER

  • Added: Server config parameter ‘networkObjectBatchUseEstimatedBandwidth’ to switch between the method of replication limiter. Enabled means it will use an estimated bandwidth sent and disabled means it will use the true bandwidth (recommended disabled)
  • Added: Server config parameter ‘networkObjectBatchUseDynamicMaximumBandwidth’ to choose if the bandwidth limit should be a percentage of the maximum bandwidth or an absolute value. The maximum bandwidth can fluctuate depending on network quality
  • Added: Server config parameter ‘networkObjectBatchBandwidthLimit’, if above is enabled, the range is (0, 1). If above is disabled, the range is (1000, inf). Recommended is 0.8 and 20000 respectively
  • Fixed: Server crash when running out of loot points to spawn items (https://feedback.bistudio.com/T179664 – private)
  • Fixed: CfgGameplay: Values set for ‘rotationSpeedJog’ or ‘rotationSpeedSprint’ would not synchronize to clients resulting in stuttering movement (https://feedback.bistudio.com/T178103https://feedback.bistudio.com/T175489https://feedback.bistudio.com/T178397)
  • Fixed: Spawning ammopile types into weapons with inner magazines via json loadouts was not functioning properly (https://feedback.bistudio.com/T179268)
  • Changed: Server config parameter ‘networkObjectBatchSend’ split into ‘networkObjectBatchSendCreate’ and ‘networkObjectBatchSendDelete’
  • Changed: Improved replication statistics in server debug window on diag builds
  • Changed: DayZ client will no longer use hardcoded port 2304 and up but use OS assigned ports instead

MODDING

  • Added: ‘Math3D.IntersectRayPlane’
  • Added: ‘Math3D.MatrixInverse3’/’Math3D.MatrixInverse4’
  • Added: ‘Pawn’ class with full feature set of functions
  • Added: ‘PawnMove’ and ‘PawnState’ class
  • Added: ‘PlayerIdentity.Possess(Pawn)’ to possess a Pawn
  • Added: Security: Config parameter ‘hasHistory’ per entity type to allow tracking of the entity as it may move throughout the world, otherwise only current position is used
  • Fixed: Object creation on remote clients would update the last value synchronized for clients that had already had the Object created
  • Changed: Moved calls to ‘OnVehicleSeatDriverEnter’ and ‘OnVehicleSeatDriverLeft’ from script to native, ‘OnVehicleSeatDriverLeft’ is now called when getting out starts instead of when the command ends
  • Changed: ‘Human.LinkToLocalSpaceOf’ will now internally call ‘UnlinkFromLocalSpace’ if ‘Human’ is already parented and prevent linking if already parented to the same entity
  • Changed: ‘DayZPlayerTypeRegisterItems’ now gets called when (re)joining servers

There’s more to DayZ incoming this year than just the big 1.25 patch, and you can read up about it here.

Source: DayZ Forums (1, 2)

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Destiny 2 Servers Pulled Down for Maintenance and Patch 7.3.6.2 Roll Out This April 23

The Destiny 2 servers have been pulled down by Bungie, and this is for your standard game maintenance where players will see a new title update be released this April 23. Read on for the schedule for today’s Destiny 2 downtime.

Update: The patch notes for 7.3.6.2 is available here.

Destiny 2 Servers Maintenance Schedule for April 23:

Tuesday, April 23, 2024 – Maintenance
6:00 AM PDT -7 UTC
    • Destiny 2 will undergo maintenance.
    • Sign-on and game integration features will be unavailable on web, mobile, third-party apps, and the Bungie Store.
    • Players who observe issues should report to the #Help forum.
6:45 AM PDT -7 UTC
    • Destiny 2 will be brought offline for expected maintenance.
    • Players will be removed from activities and won’t be able to log back in until 10 AM PDT.
    • Ongoing Destiny maintenance is expected to conclude at 12 PM PDT.
10:00 AM PDT -7 UTC
    • The latest Destiny 2 update will be available across all platforms and regions.
    • Players will be able to log back into Destiny 2.
    • Players logging into the game may be placed in a queue and may experience sign-on issues as background maintenance is still ongoing.
    • Clan features may remain offline until maintenance is complete.
2:00 PM PDT -7 UTC
    • Destiny 2 maintenance is expected to conclude.
    • Console players who encounter issues updating should restart their console and try downloading the update.
    • Players who observe issues should report to the #Help forum.

Same as always, once the patch notes are out, we will update the article with a proper link to the complete changelog. If anything changes regarding the maintenance times, we’ll update the article to reflect the changes made.

Source: Bungie

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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New Battlefield 2042 Weekly Missions, Store Bundles for Season 7 Week 6 Listed (April 23)

Battlefield 2042’s weekly missions and store have just been refreshed for this week! MP1st’s Battlefield 2042 Season 7 Week 6 weekly missions, store bundles, and Portal Modes post lists this week’s new missions, modes, and store items down below.

New Battlefield 2042 Weekly Missions, Store Bundles for Season 7 Week 6 (April 23):

New Battlefield 2042 Weekly Missions

Weekly Missions:

  • 8 Kills and Assists While Playing as Recon (3)
  • 5 Spawns on Insertion Beacons or Teammate Spawns on Your Insertion Beacons (3)
  • 15 Enemies Spotted (3)

Available After 2 Missions:

  • 20 Kills and Assists With Marksman or Sniper Rifles (4)
  • 5 Intel Ribbons Earned (4)
  • 3 Enemy Vehicles Disrupted (4)

Available After 4 Missions:

  • 25 Spots Blocked With Blasco’s X6-Infiltration Device (6)
  • 10 Kills From a Distance of 100m or More (6)
  • 3 Melee Kills While Playing as Recon (6)

Available After 5 Missions (Bonus Mission):

  • 5 Headshot Kills (10)

Portal Modes:

New Battlefield 2042 Weekly Missions

  • Conquest of Ages (All Eras | Conquest | 32v32)
  • BF2042 Team Gun Master (2042 | Gun Master | 16v16)

New Store Bundles:

New Battlefield 2042 Weekly Missions

No new bundles have appeared in the store this week. Last week’s Crimson Front bundle and its sub-bundles remain available for purchase through this week.

That’s all for Week 6. We’ll post Week 7’s rotation of missions, Portal Modes, and store bundles next week, so watch this space for further updates!

More Battlefield Reading:

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Salman Haider Zaidi

That's a nice argument, Senator.

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MLB The Show 24 Update 1.06 Bats Out This April 23 for Game Update 6

San Diego Studio has released MLB The Show 24 update 1.06 (PS5 version 1.006, Xbox 1.0.0.73) today on all platforms, and this is for game update 6. This update includes new uniforms for the New York Mets and features various bug fixes. Check out even more details in the April 23 patch notes for MLB The Show 24 below.

MLB The Show 24 Update 1.06 Patch Notes:

PS5 Update Version: 1.006.000 | Xbox One and Xbox Series X|S: 1.0.0.73 | Nintendo Switch: 1.06

GENERAL: 

  • New York Mets City Connect uniform has been added.
  • Fixed an issue with Dynamic Difficulty while player locked.
  • Fixed a crash that could occur when selecting a team in Daily Lineups on Jackie Robinson Day.

ONLINE HEAD-TO-HEAD: 

  • Fixed a crash that could occur after attempting to throw out a baserunner after a walk.

ROAD TO THE SHOW: 

  • The simulation screen will now match the game scenario in extra innings.

FRANCHISE AND MARCH TO OCTOBER: 

  • Teams will now wear their City Connect uniforms for the correct home games during the season.
  • Fixed a crash that could occur when entering Franchise or March to October.

MISCELLANEOUS:   

  • Fixed an issue causing some player names to display incorrectly on the back of jerseys.
  • Various fixes to presentation and audio.

DEVELOPER NOTES 

  • There are no gameplay or live content balance changes at this time.

You can expect to see even more free updates for MLB The Show 24 later this year.

Source: The Show

Damien Seeto